Current policy emphasises the importance of 'living well' with dementia, but there has been no comprehensive synthesis of the factors related to quality of life (QoL), subjective well-being or life satisfaction in people with dementia. We examined the available evidence in a systematic review and meta-analysis. We searched electronic databases until 7 January 2016 for observational studies investigating factors associated with QoL, well-being and life satisfaction in people with dementia. Articles had to provide quantitative data and include ⩾75% people with dementia of any type or severity. We included 198 QoL studies taken from 272 articles in the meta-analysis. The analysis focused on 43 factors with sufficient data, relating to 37639 people with dementia. Generally, these factors were significantly associated with QoL, but effect sizes were often small (0.1-0.29) or negligible (<0.09). Factors reflecting relationships, social engagement and functional ability were associated with better QoL. Factors indicative of poorer physical and mental health (including depression and other neuropsychiatric symptoms) and poorer carer well-being were associated with poorer QoL. Longitudinal evidence about predictors of QoL was limited. There was a considerable between-study heterogeneity. The pattern of numerous predominantly small associations with QoL suggests a need to reconsider approaches to understanding and assessing living well with dementia.
Despite increasing interest in and acknowledgment of the significance of video games, current descriptive practices are not sufficiently robust to support searching, browsing, and other access behaviors from diverse user groups. To address this issue, the Game Metadata Research Group at the University of Washington Information School, in collaboration with the Seattle Interactive Media Museum, worked to create a standardized metadata schema. This metadata schema was empirically evaluated using multiple approaches-collaborative review, schema testing, semistructured user interview, and a large-scale survey. Reviewing and testing the schema revealed issues and challenges in sourcing the metadata for particular elements, determining the level of granularity for data description, and describing digitally distributed games. The findings from user studies suggest that users value various subject and visual metadata, information about how games are related to each other, and data regarding game expansions/alterations such as additional content and networked features. The metadata schema was extensively revised based on the evaluation results, and we present the new element definitions from the revised schema in this article. This work will serve as a platform and catalyst for advances in the design and use of video game metadata.
Abstract:As interest in video games increases, so does the need for intelligent access to them.However, traditional organizational systems and standards fall short. To fill this gap, we are collaborating with the Seattle Interactive Media Museum to develop a formal metadata schema for video games. In the paper, we describe how the schema was established from a user-centered design approach and introduce the core elements from our schema. We also discuss the challenges we encountered as we were conducting a domain analysis and cataloging real-world examples of video games. Inconsistent, vague, and subjective sources of information for title, genre, release date, feature, region, language, developer and publisher information confirm the importance of developing a standardized description model for video games.
The design of information tools and services is an integral component of librarianship, yet American librarianship has self-identified as a social science for more than 100 years. This article suggests an alternative epistemological perspective to the scientific tradition in librarianship: design epistemology. The article discusses key elements that compose design epistemology and presents examples of manifestations of these elements in librarianship. Analysis reveals that librarianship has much in common with design epistemology, yet the field lacks explicit acknowledgment of design as a fundamental epistemological framework. The article concludes with a call to reconceptualize librarianship as a design discipline. F or thousands of years, libraries and librarians have made artifacts to enable access to and use of information resources. From the earliest libraries of Sumeria, where workers created cuneiform lists of holdings, to the famous library of Alexandria, which implemented the first known deposit model to foster access to knowledge, and from Dewey's decimal-based classification system, enabling patrons to browse shelves by subject rather than acquisition order, to modern databases such as NoveList that support readers' advice and recommendations, the thing that separates a library from merely a collection is the creation of tools and services that unite users with information. Despite this propensity toward creation, the contemporary field of American librarianship is traditionally considered a social science field. As librarianship became established as a profession in America, influences such as the increasing formalization of education for librarianship, especially its inclusion in the university system at the graduate level, shifted focus away from procedural training and toward more scientific approaches (Carroll 1970). Situating librarianship in the academy helped legitimize it as a profession but also emphasized scientific research and publication over practice (Richardson 1982). Librarians were increasingly educated in an environment steeped in science and the academy, taking those epistemological understandings with them as they moved into practice. Scholars and researchers in library science emphasized the need for scientific evidence to justify libraries' social and educational value, rather than reliance on practitioners' experience-based assumptions and conclusions
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