Abstract
In this presentation, I discuss the challenges of using heterogeneous data sources in game culture research. Drawing on the experience of two projects, “Data-based infrastructure for global game culture research” (diggr) and “Japanese Visual Media Graph (JVMG),” which both aim to make existing data useful for game culture research, I present several examples of how data can be used and what problems arise in the process. Reviewing the ways in which we have dealt with these problems, I develop a vision for a data-centered research infrastructure from a humanities perspective.