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Sources of polysemy in indexing practice: The case of games, experimental in MeSH
Journal article

Sources of polysemy in indexing practice: The case of games, experimental in MeSH

Katherine W. McCain
Proceedings of the American Society for Information Science and Technology, v 51(1), pp 1-4
2014

Abstract

content analysis games indexing MeSH polysemy
ABSTRACT Polysemy in practice (the use of one indexing term to represent several different concepts) can be detected through contextual co‐descriptor analysis and content analysis. The research reported here demonstrates this through the co‐descriptor profiles and content analysis of the primary research literature indexed with the MeSH term GAMES, EXPERIMENTAL over the years 1974‐1999 and 2005‐2012. The indexing profiles illustrate an early‐to‐late period shift in goals from a 70% focus on education to a divided focus (∼60% total) on various aspects of individual and interactive decision making. In a content analysis of reported “games,” word puzzles, adaptations of quiz and board games, and simulations/role playing dominated in 1974‐99—goals and activities not congruent with the game‐theoretic notion of a “game.” In 2005‐2012, game‐theoretic scenarios and individual risky‐decision activities (e.g. Iowa Gambling Task) dominated. Overall, it appears that indexers relied on the occurrence of the term “game” in the article and/or the more common notion of what a “game” is in indexing the article. This was particularly evident in the early time period, before the rise of experimental economics/game theory, but even in recent years, the term is used to tag a wider variety of activities than would be expected by the term's position and syndetic relationship.

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