This article presents ClaG, a classification system for games and plays developed at University of Pavia, Department of Musicology and Cultural Heritage (Italy) and the Italian Games and Plays Docu-mentation Centre (AIG) in Udine (Italy). Responding to the need for a structured, functional organization of a large board game collection, ClaG integrates principles of knowledge organization with inclusive design. Implemented via a Wikibase cloud instance Cla-G — available at — it provides a scalable, FAIR-compliant framework supporting cataloguing, retrieval, and accessibility. ClaG facilitates user-centred reference services, allowing librarians and educators to match games with diverse players’ needs, skills, and preferences. Its faceted structure — addressing space, materials, setting, outcomes, genre, and age — enables nuanced selection and supports cultural and cognitive inclusion. By recognizing games as legitimate cultural and educational resources, ClaG offers a methodological and conceptual shift in library science, advancing equity and representation in collection management. The system bridges the gap between knowledge organization and play, positioning games as tools for learning, social engagement, and community building

Empowering libraries and toy libraries with ClaG, a classification of plays and games

Bianchini, Carlo
2025-01-01

Abstract

This article presents ClaG, a classification system for games and plays developed at University of Pavia, Department of Musicology and Cultural Heritage (Italy) and the Italian Games and Plays Docu-mentation Centre (AIG) in Udine (Italy). Responding to the need for a structured, functional organization of a large board game collection, ClaG integrates principles of knowledge organization with inclusive design. Implemented via a Wikibase cloud instance Cla-G — available at — it provides a scalable, FAIR-compliant framework supporting cataloguing, retrieval, and accessibility. ClaG facilitates user-centred reference services, allowing librarians and educators to match games with diverse players’ needs, skills, and preferences. Its faceted structure — addressing space, materials, setting, outcomes, genre, and age — enables nuanced selection and supports cultural and cognitive inclusion. By recognizing games as legitimate cultural and educational resources, ClaG offers a methodological and conceptual shift in library science, advancing equity and representation in collection management. The system bridges the gap between knowledge organization and play, positioning games as tools for learning, social engagement, and community building
2025
Desafios etico na organizaçao do conhecimento
Ferndanda Ribeira
Library & Information Sciences covers resources on all areas of information and library science from the academic to the professional including online services, CD-ROM, and Internet information sources; computerized methods; serials librarianship; cataloguing and bibliography; special libraries and library automation; and documentation studies.
Esperti anonimi
Inglese
Internazionale
ELETTRONICO
2
543
558
16
CITCEM
Porto
PORTOGALLO
Presentation at the VII Congresso ISKO Espanha e Portugal, Porto, Novembre, 13-14, 2025
ClaG, Classification, Play, Game, Inclusion
https://ebooks.letras.up.pt/index.php/eflup/catalog/book/8
2 Contributo in Volume::2.1 Contributo in volume (Capitolo o Saggio)
1
268
none
Bianchini, Carlo
info:eu-repo/semantics/bookPart
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11571/1539395
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