VGMS (Video Game Metadata Schema)
Release 3.1.1, June 3, 2016.
Additional Content
additionalContent
The Additional Content entity type is used to model content that is made available separately from a specific local release of a game. It is intended to be implemented in conjunction with a specific local release in order to alter and enhance a gamer’s experience of that game in a specific linguocultural region.
This entity type does not apply to simple bug fixes, patches, or updates that are automatically pushed to gamers and installed on a platform in order to play the game, such as a version update.
Description adapted from: Jett, J., Sacchi, S., Lee, J. H., & Clarke, R. I. (2015). A conceptual model for video games and interactive media. Journal of the Association for Information Science and Technology (JASIST).
Agent
agent
The Agent entity is designed to supply relationships detailing specific roles that agents play in a video game’s lifecycle, such as producer, publisher, developer, player, etc.
Description adapted from: Jett, J., Sacchi, S., Lee, J. H., & Clarke, R. I. (2015). A conceptual model for video games and interactive media. Journal of the Association for Information Science and Technology (JASIST).
Collection
collection
The Collection entity allows multiple Local Release entities to be aggregated into a single Distribution Package entity.
Description adapted from: Jett, J., Sacchi, S., Lee, J. H., & Clarke, R. I. (2015). A conceptual model for video games and interactive media. Journal of the Association for Information Science and Technology (JASIST).
Distribution Package
distributionPackage
Distribution Package describes the media through which individual copies of a game are distributed. It is designed to provide enough expressivity to capture the variances in how a video game is distributed to gamers, as any local release of a video game is frequently distributed in a variety of ways.
Description adapted from: Jett, J., Sacchi, S., Lee, J. H., & Clarke, R. I. (2015). A conceptual model for video games and interactive media. Journal of the Association for Information Science and Technology (JASIST).
Franchise
franchise
The goal of the Franchise entity is to facilitate connections between a specific game entity and other kinds of media entities, such as art books, original soundtracks, etc.
Description adapted from: Jett, J., Sacchi, S., Lee, J. H., & Clarke, R. I. (2015). A conceptual model for video games and interactive media. Journal of the Association for Information Science and Technology (JASIST).
Game
game
The Game entity type is an abstract entity that describes features that are shared among different editions of a video game: the characteristics that are typically recognized by users when they say “we played the same game” even if they played it on different platforms (e.g., PC and PlayStation 3). The Game entity type allows these different editions of a video game to be associated under what consumers will readily recognize to be a single entity, namely, the same game.
An example instance of the Game entity type is Super Mario Bros. Super Mario Bros. is a widely recognized game that has editions available for multiple platforms, including but not limited to Nintendo, Super Nintendo, Nintendo GameBoy, and Wii.
Description adapted from: Jett, J., Sacchi, S., Lee, J. H., & Clarke, R. I. (2015). A conceptual model for video games and interactive media. Journal of the Association for Information Science and Technology (JASIST).
Local Release
localRelease
Each edition of a video game is made available and accessible in a particular region and in a particular language as a local release.
Description adapted from: Jett, J., Sacchi, S., Lee, J. H., & Clarke, R. I. (2015). A conceptual model for video games and interactive media. Journal of the Association for Information Science and Technology (JASIST).
Platform Edition
PlatformEdition
The Edition entity type denotes a particular instantiation of a video game. An edition may be a particular release of a game that is in some way different than another release of the same game.
Description adapted from: Jett, J., Sacchi, S., Lee, J. H., & Clarke, R. I. (2015). A conceptual model for video games and interactive media. Journal of the Association for Information Science and Technology (JASIST).
Series
series
Series entity type is intended to allow Game entities to be aggregated together on a conceptual basis. The Series entity type allows for the expression of ordered and hierarchical groupings of video games belonging to a particular series as established by game companies or by users.
Description adapted from: Jett, J., Sacchi, S., Lee, J. H., & Clarke, R. I. (2015). A conceptual model for video games and interactive media. Journal of the Association for Information Science and Technology (JASIST).
abbreviatedTitle
abbreviatedTitle
Abbreviated name used to refer to a video game.
[R]. Enter commonly used shortened versions of transcribed titles under this property.
additionalContentNote
additionalContentNote
Any other notable characteristics of the additional content.
Record any notable or unique characteristics relating to the additional content of the video game, not captured in other fields.
agentNote
agentNote
Any other notable characteristics of the agent.
Record any notable or unique characteristics of the agent, not captured in other fields.
alternativeTitle
alternativeTitle
An alternative name for the videogame.
[R]. Enter variant titles under this property.
bandwidthConnectivity
bandwidthConnectivity
[R]. Select terms from the options listed: required, recommended.
battleSystemPacing
battleSystemPacing
How time flows during in-game battle.
[R]. Select the most appropriate term(s): turn-based, real-time, other. Multiple terms can be selected, if applicable.
characterCustomization
characterCustomization
The in-game options for characters which can be modified by the player for a personalized experience.
Determine the options for customizing the “Character” from the CSI. Select “yes” or “no” to indicate the possibility of “Character” customization.
characterTropes
characterTropes
Tropes are generally recognizable narrative devices or conventions, which rely on culturally mediated expectations in order to expedite the development of characterization.
[R]. Identify the key tropes of the video game according to the CSI, and other reference sources (e.g., reviews, critiques, walkthroughs, or guides). Generally, the experience of playing the video game may be the most reliable source, as tropes are often detailed video. Select the most appropriate term(s) from the controlled vocabulary (http://metadataregistry.org/uri/vgmstropescharactertropesvgmstropescharactertropes/). Select as many terms as necessary. If no tropes are applicable, record “N/A”.
collectionDistributedAs
collectionDistributedAs
Specifies that the domain collection was distributed in the specified package.
collectionNote
collectionNote
Any other notable characteristics of the collection the video game is part of, that are not captured in other fields.
Record any notable or unique characteristics relating to the collection of the video game, not captured in other fields.
collectionTitle
collectionTitle
Proper names that are used to refer to the collection of video games, assigned by the creator.
Record the names of the collection titles associated with the video game, as indicated by the CSI. If no collection is available, specify “N/A”.
colloquialTitle
colloquialTitle
[R] For titles commonly used in conversation, use this property.
colorVisualStyle
colorVisualStyle
The predominant and recognizable visual appearance of a video game as originally intended by its creator, and/or determined in the context of creation.
Determine the visual style from the CSI, and select the most appropriate term from the controlled vocabulary (http://metadataregistry.org/uri/VGMSvisualstylecolor/). Choose one. When multiple styles are used, only record the predominant style(s). If unknown, record “unknown”.
complements
complements
Specifies that the domain additional content supplemented a particular release.
completeCompletionTIme
completeCompletionTIme
Estimated amount of time for completing the main gameplay and peripheral content
Determine the information from the CSI. GameFaqs.com and/or howlongtobeat.com may be particularly useful for sourcing this information. If the video game does not end, record “N/A” . If the information cannot be determined, record “unknown”. Record the time following the ISO 8601 Standard6 (i.e., 02:30:00).
completionTime
completionTime
The estimated average time to complete the video game.
Use the attribute “main” to record the estimated amount of time needed to complete the main gameplay. Use the attribute “complete” to record the estimated amount of time for completing the main gameplay and peripheral content. If the video game does not end, record “N/A” . If the information cannot be determined, record “unknown”. Record the time following the ISO 8601 Standard6 (i.e., 02:30:00).
connectivity
connectivity
The technology through which the online features of the video game are realized.
[R]. Where applicable, specify connectivity information for the following three attributes: method, network type, and bandwidth.
contentDistributedAs
contentDistributedAs
Specifies that the domain local additional content was distributed in the specified package.
contentName
contentName
Proper names used to refer to additional contents for video games, assigned by the creator.
[R]. Record the name of any additional content available for the video game, as indicated by the CSI. If no additional content is available, specify “N/A”.
contentType
contentType
The type of additional content.
[R]. Record the type of any additional content available for the video game, as indicated by the CSI (e.g., DLC, mod, patch). If no additional content is available, specify “N/A”.
corporateBody
corporateBody
An individual, organization, or group of individuals or organizations responsible for creation, realization, manufacture, marketing, and/or distribution of a video game.
[M] [R]. Determine the responsible corporate body by consulting the CSI. If available, record the full name of the corporate body. Transcribe the information as it appears in the CSI and denote as [transcribed]. If the corporate body information is not available, record “unknown”. Select and specify the role of the corporate body along with the name of the corporate body: developer, publisher, distributor, licensor, or licensee. When the role of the corporate body is unknown, record “unknown”.
Note that the distributors may or may not be the same entity as the video game creator(s) or publisher(s). In case of distributor(s), record the name of the distributor(s) who have market rights for the North American region (e.g.: Valve Corporation).
Definition modified from FRBR, 2009, p.25. Example: Never alone – Upper One Games [Developer]; E-Line Media [Publisher]
costumization
costumization
The in-game options for difficulty level and characters which can be modified by the player for personalized experience.
Determine the options for customizing the “Difficulty level” and “Character” from the CSI.
developsContent
developsContent
Specifies that the domain agent developed the identified piece of additional content.
developsRelease
developsRelease
Specifies that the domain agent distributed the identified distribution package.
difficultyLevelCostumization
difficultyLevelCostumization
The in-game options for difficulty level which can be modified by the player for a personalized experience.
Determine the options for customizing the “Difficulty level” from the CSI. Transcribe the different options for the “Difficulty level”, as given in the video game (e.g., “insanity”, “god mode”).
digitalRightsManagement
digitalRightsManagement
Digital rights management technologies intended to control the use of the video game.
[R]. Determine if the video game has specific DRM such as download restrictions, use restrictions, requirement of physical discs, persistent online connectivity, and if so, select “yes”, if not, select “no”.
dimension
dimension
The intended perception of the depth of the represented entities inside the video game.
Determine how depth is intended to be perceived in the video game and select the most appropriate term from the following list: 2D; 3D; Stereoscopic 3D; multiple; unknown.
distributes
distributes
Specifies that the domain agent distributed the identified distribution package.
distributionNote
distributionNote
Any other notable characteristics of the distribution entity of the video game local release.
Record notable or unique characteristics of the distribution entity of the video game local release, not captured in other fields.
distributionType
distributionType
The manner in which the video game is distributed, either physically or digitally. Physical games refer to video games with physical media, such as games distributed via a cartridge, disc, etc. Digital games refer to video games that are digitally downloadable, streaming or somehow accessible without physical media such as cartridges, discs, etc.
Select either “physical” or “digital”, whichever represents the method of distribution for the video game.
editionInformation
editionInformation
A word or phrase appearing in the video game denoting the uniqueness of the edition (e.g., second edition, greatest hits, collector’s edition, limited edition).
Transcribe the edition information as it appears on the CSI, if applicable. If there is no edition information, specify “N/A”.
editionNote
editionNote
Any other notable characteristics of the video game edition.
Record notable or unique characteristics of the video game edition, not captured in other fields.
editionOf
editionOf
Specifies that the domain entity is one edition of a particular game.
endTypeOfEnding
endTypeOfEnding
Does the game end? Record Y/N.
filesSize
filesSize
The size of the file for digitally distributed video games.
Type in the size of the file, including numerical prefix and unit suffix (e.g. 1,200MB). This is only applicable to digitally distributed video games.
fileType
fileType
The type of file for digitally distributed video games.
Type in the type of file that the game is distributed as. This is only applicable to digitally distributed video games.
format
format
The distribution medium or method that provides the executable code of a video game with physical media.
[M]. Determine the media format by examining the physical object. Select the most appropriate format from the following list: cartridge, optical, magnetic, unknown.
franchiseName
franchiseName
A commonly used name referring to the intellectual property, related data, and content shared among a group of cultural objects to which the video game being described belongs.
[R]. Determine and record the franchise information by consulting the stipulated secondary sources of information. If the video game does not belong to a franchise, specify “N/A”.
franchiseNote
franchiseNote
Any other notable characteristics of the franchise of the video game.
Record notable or unique characteristics of the franchise of the video game, not captured in other fields.
gameNote
gameNote
Any other notable characteristics of the video game.
Record notable or unique characteristics of the video game, not captured in other fields.
gameplayGenre
gameplayGenre
The overall nature of a video game’s interactivity based on its objectives, types of rules, distinctive characteristics, modes of action, and manners of gameplay.
Determine gameplay genre from the primary and secondary CSI. Select the most appropriate term(s) from the controlled vocabulary http://metadataregistry.org/uri/gamergenre at the most specific level possible. Select up to three terms.
gameplayVideos
gameplayVideos
Video footage of the gameplay excluding such things as introductions, cutscenes, or trailers.
[R]. Transcribe the URLs to gameplay videos as found on the CSI. Include the retrieved date information. If possible, provide links to official gameplay videos on YouTube channels, etc. This element provides actual, in-game video information, not trailers or openings of video games. Indicate when there is potential spoiling of video games in those videos through the spoiler attribute (Y/N). If available, record the video, if licensed to use by your organization. Create and preserve the videos according to your organization's standards. Upload or indicate the location of the video(s) according to your organization's system design.
Example: For the gameplay video for Final Fantasy Last Boss: Ultimecia http://www.youtube.com/watch?v=RMsxNT2A-jg (www.youtube.com; 2013-10-05; spoiler - Y)
gameTitle
gameTitle
Proper names used to refer to a video game, assigned by the creator.
[M] [R]. Transcribe the title as it appears on the Chief Source of Information (CSI) under "Transcribed title". When different titles are used in the CSI, transcribe the most prominently displayed title. When it is unclear which title is most prominent, transcribe the most frequently occurring iteration of the title used in the CSI.
Enter variant titles under “Alternative title”. Enter commonly used shortened versions of transcribed titles under “Abbreviated title”. For titles commonly used in conversation, use “Colloquial title”. When the title is in a language other than English, transcribe it in the original language. When the title is written in multiple languages, transcribe it as it appears in those languages. When there is no title, or the title is unknown, specify “unknown”. Do not correct errors, if any, but denote the errors with [sic].
Definition modified from CIDOC CRM2, 2011, p.16. Example: Shin Megami Tensei Persona 3 Portable [transcribed]; P3P [abbreviated].
inGameClockPacing
inGameClockPacing
How time flows in the game world.
[R]. Select the most appropriate term(s): calendar-based, multiple game clocks, timed action, other. Multiple terms can be selected if applicable.
language
language
The classification code for the language(s) in which the video game conveys information.
[R]. List all the primary language(s) in which the video game conveys information. When users can change language settings, provide all the available language options. Use the appropriate language code from ISO 639. If no language code is available use “OT” for “other”.
Examples: EN, JA, FR, KO.
lightVisualStyle
lightVisualStyle
The predominant and recognizable visual appearance of a video game as originally intended by its creator, and/or determined in the context of creation.
Determine the visual style from the CSI, and select the most appropriate term from the controlled vocabulary (http://metadataregistry.org/uri/VGMSvisualstylelight/). Choose one. When multiple styles are used, only record the predominant style(s). If unknown, record “unknown”.
localReleaseNote
localReleaseNote
Any other notable characteristics of the local release of the video game edition.
Record notable or unique characteristics of the local release of the video game edition, not captured in other fields.
mainCompletionTIme
mainCompletionTIme
Estimated amount of time needed to complete the main gameplay.
Determine the information from the CSI. GameFaqs.com and/or howlongtobeat.com may be particularly useful for sourcing this information. If the video game does not end, record “N/A” . If the information cannot be determined, record “unknown”. Record the time following the ISO 8601 Standard6 (i.e., 02:30:00).
methodConnectivity
methodConnectivity
Select terms from the options listed: wired, wireless, both.
minimumSystemRequirements
minimumSystemRequirements
Minimum hardware, firmware, and/or software components that are prerequisites for running the video game on a particular platform.
Determine system requirements from CSI. If applicable, describe “minimum” requirements.
mood
mood
The pervading atmosphere or tone of the video game which evokes or recalls a certain emotion or state of mind.
[R]. Identify the prevailing mood(s) of the video game according to the CSI; generally, the experience of playing or watching a gameplay video may be the most reliable source of this information. Select the most appropriate term(s) from the controlled vocabulary (http://metadataregistry.org/uri/gamermood) for this element. If no mood is applicable, record "N/A". Select up to three terms.
Example: Katamari Damacy – cute, quirky, humorous, light-hearted.
multipleEndingsTypeOfEnding
multipleEndingsTypeOfEnding
Does game have multiple endings? Record Y/N .
narrativeGenre
narrativeGenre
The narrative genre describes the type of game world and plot, similar to literary genres such as science fiction and fantasy.
Determine narrative genre from the CSI. Select the most appropriate
term(s) from the controlled vocabulary http://metadataregistry.org/uri/vgmsnarrativegenre/ at the most specific level
possible. Select up to three terms. If the video game does not have a definable narrative component (e.g., Tetris), specify “N/A”.
narrativeTropes
narrativeTropes
Tropes are generally recognizable narrative devices or conventions, which rely on culturally mediated expectations in order to expedite the development of events, characterization, or narrative.
[R]. Identify the key tropes of the video game according to the CSI, and other reference sources (e.g., reviews, critiques, walkthroughs, or guides). Generally, the experience of playing the video game may be the most reliable source, as tropes are often detailed video. Select the most appropriate term(s) from the controlled vocabulary (http://metadataregistry.org/uri/VGMSnarrativetropes/). Select as many terms as necessary. If no tropes are applicable, record “N/A”.
networkedFeatures
networkedFeatures
The ways in which the video game can be experienced through connection(s) to other entities (e.g.companies, third-party organizations, other players).
[R] Transcribe the networked features as they appear on CSI. If the video game does not offer any networked features, record “None”. If the information cannot be determined with certainty, enter the value as “unknown”.
Examples: online multiplayer, content download, leaderboards, voice, spectators.
networkTypeConnectivity
networkTypeConnectivity
Select terms from the options listed: user-to-user, server-based, hybrid.
numberOfPlayers
numberOfPlayers
The number or range of the number of players the video game can accommodate either separately or concurrently.
[M] [R]. Determine the number of players based on the CSI. Indicate in the field the maximum range of concurrent players (e.g. 1, 1-2, 1-8). If the video game is massively multiplayer, indicate "1-many" in the field. If the video game has additional modes (e.g. local or online competitive/cooperative modes) record the number of players for those modes by repeating the element. If the number of players is unknown, record “unknown”.
pacing
pacing
The methods by which time passes in the video game and/or manner in which events take place.
[R]. Determine the pacing information from the CSI. This information will most likely come from firsthand experience of gameplay. If firsthand experience is not possible, consult secondary sources. When applicable, determine the pacing information for each of the following three attributes: battle system, in-game clock and time manipulation.
Example: Final Fantasy: Lightning Returns: Battle system - real-time, In-game clock - continuous, Time manipulation - Y.
packaging
packaging
All items included in the original packaging of the video game.
This is applicable only to video games with physical media. Refer to CSI and record all physical items included. If they are unknown, record “unknown”. If the video game is digitally distributed with no physical components, record “N/A”.
Example: 2 software discs, soundtrack, manual, action figures.
packShot
packShot
Primary visual representation of the videogame.
If available, record a packshot of the video game licensed for use by your organization's standards. Upload or indicate the location of the image according you your organization system design.
placeSetting
placeSetting
The type of location period in which the video game takes place.
[R]. Determine the type of locationfrom the primary and secondary CSI. Select the most appropriate term(s) from the controlled vocabulary (http://metadataregistry.org/uri/vgmssettingplace/). Select up to three terms. It is not required for imagined worlds.
platform
platform
The hardware and operating system on which the video game was designed to be played.
[M] [R]. Transcribe the platform for which the video game is made as it appears on the GAMECIP Computer Game Platforms controlled vocabulary (https://gamemetadata.soe.ucsc.edu/platform). For newer operating systems that are not found in the controlled vocabulary, you may have to create new terms (e.g., Android 4.4 KitKat, Apple iOS). If no platform information is readily available from CSI, enter the value as “unknown”.
Examples: Sony PlayStation 3, Microsoft Xbox One, Nintendo 3DS (NTSC-J),
Linux, Microsoft Windows XP, Apple Mac OS X.
pointOfView
pointOfView
Perspective from which the player experiences the gameplay.
Determine the perspective from which the player experiences the video game. Record the appropriate term from the following list: first person; third person; overhead; multiple; other.
postGameContentTypeOfEnding
postGameContentTypeOfEnding
Is there any post-game content or options? Record Y/N.
prequelOf
prequelOf
Specifies that the domain game title is a prequel of the identified game.
progression
progression
A description of how the player progresses or advances through the game.
Determine the manner in which the character progresses through the video game. "Linear" means there is one general path from the beginning to the end. "Branching" means the play progresses through a branching tree of options, or players may choose which branch(es) to complete the video game in an order they choose. "Open world" means the player has great agency to explore the game world freely and progress at their own pace. Record "other" for types of progression not outlines above.
Examples: Super Mario Brothers – linear; MegaMan – branching; Skyrim – open world.
protagonist
protagonist
The protagonist element describes the nature of the main character(s) in the game, from the viewpoint of the character(s) the player assumes.
The process of cataloging information about the protagonist in a game is outlined in the Controlled Vocabulary for Protagonist, within the Video Game Metadata Schema. The CV contains facets detailing whether a protagonist is depicted in the game, the number of protagonists, whether the player has a choice of protagonists, and whether the character is customizable or not. The additional facets and terms that will be completed to describe the protagonist are dependent on these initial facets. For detailed instructions, please refer to the Controlled Vocabulary for Protagonist.
publishes
publishes
Specifies that the domain agent published the identified distribution package.
rating
rating
The classification of the content in the video game used to inform decision making about the video game, provided by organizations such as professional associations, video game distributors, or creators. Note that some older video games do not have this rating information.
[R]. Transcribe the rating as it appears on the CSI. When the rating is unknown, or the video game existed before current rating system(s), specify “unknown”. Transcribe all information pertaining to the rating starting with the rating organization (such as ESRB) and including the audience (such as “M (Mature 17+)”) as well as the reason(s) listed alongside the rating information (for example “Blood and Gore. Nudity. Violence.”). When multiple ratings appear for a single video game, transcribe all of them by repeating the element.
Example: God of war: Ascension: M (Mature 17+): Blood and Gore. Intense
Violence. Strong Language.
rebootOf
rebootOf
Specifies that the domain entity is a reboot of a particular series or franchise that had been heretofore discontinued.
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reccommendedSpecialHardware
reccommendedSpecialHardware
Hardware that is recommended for playing the video game in addition to the main platform (e.g. motion controller; gaming headset).
[R]. Transcribe the recommended special hardware as it appears in the CSI. In many cases, this information can be identified on the CSI as “compatible” hardware.
reccommendedSystemRequirements
reccommendedSystemRequirements
Recommended hardware, firmware, and/or software components for running the video game on a particular platform.
Determine system requirements from CSI. If applicable, describe “recommended” requirements.
regionCode
regionCode
The classification code that indicates the video encoding and regional hardware necessary to realize the video game.
[M] [R]. Transcribe the region code(s) as they appear on the CSI. On physical cases, they may be located on the back or spine of the case. On physical discs or cartridges, they may be located on the front side of the medium. If the secondary sources confirm that the item is not region-specific, record “region-free”. If the classification code is unknown, record “unknown” .
Examples: North America NTSC-U/C, Japan and Asia NTSC-J, Europe, New
Zealand and Australia PAL, China NTSC-C.
releaseDistributedAs
releaseDistributedAs
Specifies that the domain local release was distributed in the specified package.
remakeOf
remakeOf
Specifies that the domain game is a remake of the identified game.
representativeArt
representativeArt
The officially released image that is representative of the video game prominently featured in a physical or digital distribution package.
[R]. If available, record a representative image of the video game licensed for use by your organization or in the public domain. Create and preserve a copy of the image according to your organization’s standards. Upload or indicate the location of the image according to your organization's system design.
requiredSpecialHardware
requiredSpecialHardware
Hardware that is required for playing the video game in addition to the main platform (e.g. motion controller; gaming headset).
[R]. Transcribe the required special hardware as it appears in the CSI. In many cases, this information can be identified on the CSI as “compatible” hardware.
retailReleaseDate
retailReleaseDate
The date of the public/commercial release of the video game.
[M] [R]. Determine the release date from the CSI, and record it following the ISO 8601 Standard (i.e., YYYY-MM-DD). Add the source and the date when this information was acquired in parenthesis. If date is unknown, record “unknown”.
Example: 2013-01-18 (Amazon.com, 2014-03-19).
screenshots
screenshots
[R]. Still images taken during the gameplay.
Obtain screenshots from the CSI that represent the visual experience of the video game, focusing on the main gameplay. Gameplay screenshots should include the video game’s user interface; if more than one user interface is typically encountered by the player (e.g., a combat HUD and an inventory screen), include a shot of each configuration. In order of preference, screenshots should represent the following: 1) main gameplay, ideally from sequences which represent significant phases of the video game; 2) title screens; 3) significant cutscenes; 4) stills that capture other notable aspects of the work (e.g., “Easter eggs”, unique credits sequences, storytelling “hooks”, well-known graphics glitches, or examples of the overall art/visual style). When possible during gameplay or cutscenes, include subtitles in screenshots. At a minimum, one to two screenshots should be taken during main gameplay, ideally from sequences which reflect the majority of situations. Create and preserve the images according to your organization's standards. Upload or indicate the location of the image(s) according to your organization's system design.
sequelOf
sequelOf
Specifies that the domain game is a sequel of the identified game.
seriesNote
seriesNote
Any other notable characteristics of the series of the video game.
Record notable or unique characteristics relating to the franchise of the video game, not captured in other fields.
seriesTitle
seriesTitle
Proper name(s) of a set of related video games, often indicated by consecutive numbering, continuing narrative, or similarities in gameplay and themes, to which the video game being described belongs.
[R]. Determine and record the series based on the CSI. Series name is often indicated by the title (e.g., Final Fantasy VII; Legend of Zelda: Ocarina of Time) or subtitle (e.g., A Gabriel Knight Mystery). If the video game does not belong to a series, specify “N/A”.
setting
setting
The type of world, location and time period in which the video game takes place.
[R]. Determine the type of world, location, time period from the primary and secondary CSI. Select the most appropriate term(s) from the controlled vocabulary for the three attributes.
Examples: Persona 3: World – alternate; Place – urban, school; Time – 2009; Bioshock: World – alternate; Place – water, urban; Time – 1960
specialHardware
specialHardware
A hardware that is required or recommended for playing the video game in addition to the main platform (e.g. motion controller; gaming headset).
[R]. Transcribe the required and/or recommended special hardware as it appears in the CSI. In many cases, this information can be identified on the CSI as “compatible” hardware.
Example: Wii MotionPlus [Required]; Dance pad [Recommended].
spinoffOfGame
spinoffOfGame
Specifies that the domain game is a spin-off of the identified game.
spiritualSuccessorOfGame
spiritualSuccessorOfGame
Specifies that the domain game is the spiritual successor of the identified game.
spoilerGameplayVideos
spoilerGameplayVideos
Indicate when there is potential spoiling of video games registering the value Y/N.
styleVisualStyle
styleVisualStyle
The predominant and recognizable visual appearance of a video game as originally intended by its creator, and/or determined in the context of creation.
[R]. Determine the visual style from the CSI, and select the most appropriate term from the controlled vocabulary (http://metadataregistry.org/uri/VGMSvisualstylestyle/). Select up to three terms. When multiple styles are used, only record the predominant style(s). If unknown, record “unknown”.
suggestedRetailPrice
suggestedRetailPrice
The manufacturer's suggested retail price (MSRP) at the time of initial release in the region where the video game was released.
[R]. Determine the Manufacturer's Suggested Retail Price (MSRP) from the CSI. Record the price and in parenthesis the currency, source, and the date when this information was acquired. If unknown, specify “unknown”.
Example: 59.99 (USD, Amazon.com, 2014-03-25).
summary
summary
A brief statement or account of events in the video game.
Write a brief summary of the video video game's narrative and/or main features in a free text form.
systemRequirements
systemRequirements
Hardware, firmware, and/or software components that are prerequisites for running the video game on a particular platform.
[R]. Determine system requirements from CSI. If applicable, describe “minimum” and “recommended” requirements.
Example: 2GB RAM, 8GB hard disk space, DirectX 9.0C, 256MB ATI HD26000 XT video card, DirectX 9.0c compatible sound card, Quad Core 1.8GHz processor.
theme
theme
A common thread, motif, subject, or idea that recurs in the video game.
[R]. Determine the theme from primary and secondary CSI. Select the most appropriate terms from the controlled vocabulary (http://metadataregistry.org/uri/VGMSTheme/). Select as many terms as necessary. If no themes apply, record "N/A".
Definition modified from Getty Art & Architecture Thesaurus.
timeManipulationPacing
timeManipulationPacing
The ability to stop and/or alter time or the flow of time in any way).
Select Y/N.
timePeriodSetting
timePeriodSetting
The time period in which the video game takes place.
[R]. Determine the time period from the primary and secondary CSI. Select the most appropriate term(s) from the controlled vocabulary (http://metadataregistry.org/uri/settingtimeperiod/). Select up to three terms. Not required for imagined world
trailers
trailers
Video footage released and/or endorsed by the developer/publisher of the video game for promotional purposes.
[R]. Transcribe the URLs to trailers as found on the CSI. Include the retrieved date information. If possible, provide links to official trailers on YouTube channels, etc. This element provides only trailers, not actual, in-game play video information. If available, record the video, if licensed to use by your organization. Create and preserve the videos according to your organization's standards. Upload or indicate the location of the video(s) according to your organization's system design.
Example: for the trailer for Shin Megami Tensei IV: E3 record the following:
https://www.youtube.com/watch?v=WiDDXCNoR2g
(www.youtube.com; 2013-03-05)
transcribedTitle
transcribedTitle
Proper names used to refer to a video game, as it appears on the Chief Source of Information (CSI).
[M] [R]. Transcribe the title as it appears on the Chief Source of Information (CSI). When different titles are used in the CSI, transcribe the most prominently displayed title. When it is unclear which title is most prominent, of the title used in the CSI.
tropes
tropes
Tropes are generally recognizable narrative devices or conventions, which rely on culturally mediated expectations in order to expedite the development of events, characterization, or narrative. When overused or over-simplified, tropes often come at the expense of fair and inclusive representations of vulnerable identities, and the overall quality and creativity of the video game.
[R]. Identify the key tropes of the video game according to the CSI, and other reference sources (e.g., reviews, critiques, walkthroughs, or guides). Generally, the experience of playing the video game may be the most reliable source, as tropes are often detailed video. There are two categories of tropes: character tropes and narrative tropes. Select the most appropriate term(s) from the controlled vocabulary for this element. Select as many terms as necessary. If no tropes are applicable, record “N/A”.
Example: Final Fantasy VII - Character trope: The Token Black Person (Barett); Narrative trope: Darkest Before the Dawn
typeOfEnding
typeOfEnding
The characteristics describing how the video game ends and/or post-game content.
Determine and specify the ending information from the CSI. Record values for the following three attributes: does it end? (Y/N); does it have multiple endings? (Y/N); is there any post-game content or options? (Y/N).
version
version
Information related to the particular version of the video game being catalogued.
Enter the version number of the video game being cataloged, if available.
versionRequirement
versionRequirement
Any version requirement to play the video game with the additional content.
Record any special version requirements unique to playing the video game with the additional content.
visualStyle
visualStyle
[R]. The predominant and recognizable visual appearance of a video game as originally intended by its creator, and/or determined in the context of creation.
Determine the visual style from the CSI, and select the most appropriate term(s) from the controlled vocabularies for style (http://metadataregistry.org/uri/VGMSvisualstylestyle/), color (http://metadataregistry.org/uri/VGMSvisualstylecolor/) or light (http://metadataregistry.org/uri/VGMSvisualstylelight/). When multiple
styles are used, only record the predominant one(s). Select up to three
terms for the “style” facet, and a single term each for the “color” and
“light” facet (if applicable). If unknown, record “unknown”.
worldSetting
worldSetting
Used to specify the type of world the game takes place in.
Determine the type of world from the primary and secondary CSI. Select the most appropriate term(s) from the controlled vocabulary (http://metadataregistry.org/uri/vgmssettingworld/). Choose one
Published
Deprecated