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Game History and Preservation

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Game History and Preservation is the study and documentation of the development, cultural significance, and technological evolution of video games, alongside efforts to archive and maintain access to historical games and related materials, ensuring their longevity and relevance for future generations.
lightbulbAbout this topic
Game History and Preservation is the study and documentation of the development, cultural significance, and technological evolution of video games, alongside efforts to archive and maintain access to historical games and related materials, ensuring their longevity and relevance for future generations.
Digital games are a culturally significant part of modern life but much of digital game history is at risk of disappearing on outdated, disintegrating media formats. Specialist media conservation groups that work to preserve these... more
This article will argue that the current literature on retrogaming as a practice and the retrogamer as a subject has been lacking in fully describing the variety of practices and subjects that engage with old games. Based on data... more
Memories of playing games with computers have an important role in terms of documenting people's personal relationships with computing history. This paper presents and discusses the Popular Memory Archive (PMA), an online portal of the... more
Locality has largely been left out of game history, at least until recently. The orthodoxy that the U.S. and Japan constituted the 'centres' at the outset of the video game industry has enjoyed such legitimacy that many accounts do not... more
More Than A Craze" is an online exhibition consisting of 46 photographs of New Zealand's early digital games scene, in the 1980s. The exhibition includes the work of some of New Zealand's best known documentary photographers-Ans Westra,... more
The art historical notion of 'the original' continues to inflect games history and game preservation work. This paper notes the persistence of this concept particularly in the game lover's invocation of 'the original experience'. The... more
This paper explores the challenges facing the collection and preservation of contemporary Melbourne videogame design. It reflects on the need to develop new methods for developing design archives that address the demands of the... more
This paper seeks to understand the relationship between the technological and semantic interoperability (metadata) of information systems with sustainability, a global proposal of the United Nations 2030 Agenda for the development of our... more
This paper outlines a new funded project which aims to conserve and render born digital artefacts widely accessible by establishing an Australian Emulation Network. High value cultural collections from university archives and the GLAM... more
Retro culture is often criticised for its ahistorical and aestheticized assembling of the past. Nostalgia is considered a prevalent attitude in the domains of retro-gaming and vintage computing in terms of a romanticising view of the... more
A large number of exhibitions worldwide deal with digital games, but curators lack a coherent understanding of the different aspects of games that can be exhibited or a clear vocabulary for talking about them. Based on a literature review... more
This paper is an edited version of the International Game Developers Association’s Game Preservation Special Interest Group’s recent white paper. The specific threats to preserving digital games are outlined, as is the importance of games... more
A large number of exhibitions worldwide deal with digital games, but curators lack a coherent understanding of the different aspects of games that can be exhibited or a clear vocabulary for talking about them. Based on a literature review... more
The Popular Memory Archive is an online collaborative research portal for collecting and exhibiting the production and reception histories of Australian and New Zealand microcomputer games of the 1980s. Proposed as a resource for both... more
This paper contributes to the developing body of videogame exhibition knowledge by evaluating the methods utilised within informal and formal contexts of videogames exhibition from the perspective of reception theory. The study of both... more
The Popular Memory Archive is an online collaborative research portal for collecting and exhibiting the production and reception histories of Australian and New Zealand microcomputer games of the 1980s. Proposed as a resource for both... more
The digital transformation of our society coupled with the increasing exploitation of natural resources makes sustainability challenges more complex and dynamic than ever before. These changes will unlikely stop or even decelerate in the... more
The art historical notion of 'the original' continues to inflect games history and game preservation work. This paper notes the persistence of this concept particularly in the game lover's invocation of 'the original... more
Memories of playing games with computers have an important role in terms of documenting people's personal relationships with computing history. This paper presents and discusses the Popular Memory Archive (PMA), an online portal of the... more
Retrokultur bliver ofte kritiseret for en ahistorisk og æstetiserende tilgang til fortiden, og nostalgi bliver anset for at være en udbredt attitude inden for domænerne retrospil og antikke computere i form af et romantiserende syn på... more
The art historical notion of ‘the original’ continues to inflect games history and game preservation work. This paper notes the persistence of this concept particularly in the game lover’s invocation of ‘the original experience’. The... more
The Popular Memory Archive is an online collaborative research portal for collecting and exhibiting the production and reception histories of Australian and New Zealand micro-computer games of the 1980s. Proposed as a resource for both... more
More Than A Craze" is an online exhibition consisting of 46 photographs of New Zealand's early digital games scene, in the 1980s. The exhibition includes the work of some of New Zealand's best known documentary photographers-Ans Westra,... more
The Popular Memory Archive is an online collaborative research portal for collecting and exhibiting the production and reception histories of Australian and New Zealand micro-computer games of the 1980s. Proposed as a resource for both... more
This study investigated the relationship between playable, interactive games on original hardware and the representation of game culture using the case of the exhibition Game On 2.0, often considered to be the largest exhibition of... more
The Popular Memory Archive is an online collaborative research portal for collecting and exhibiting the production and reception histories of Australian and New Zealand micro-computer games of the 1980s. Proposed as a resource for both... more
The Popular Memory Archive is an online collaborative research portal for collecting and exhibiting the production and reception histories of Australian and New Zealand micro-computer games of the 1980s. Proposed as a resource for both... more
On November 20, 2014, two Australian-based game developers Matthew Hall and Andrew Sum operating under the company name ‘Hipster Whale’ released their first mobile game on to the Apple App Store. By January 13, 2015, less than two months... more
This paper considers play as an archival practice and its impact on the future histories of videogames and digital culture. Drawing upon De Kosnik’s notion of ‘rogue archives’ (2016), this paper demonstrates how certain play activities... more
Purpose – This paper aims to introduce new criteria for evaluating authenticity in digital preservation, particularly in cases related to unreleased software projects and preservation work that occurs in non-institutional settings.... more
After December 2020, Adobe Flash, a technology that was once the standard for rich and interactive Web content, will no longer be supported in browsers. This means users will not be able to access the thousands of diverse creations... more
Angela Ndalianis, Melanie Swalwell, Helen Stuckey, “The Popular Memory Archive: Born Digital Heritage and the Preservation of Videogame Culture from the 1980s”, in Utilità e danno della storia, ed.s Massimo Bulgarelli, Agostino De Rosa,... more
Digital games have become a central part of contemporary culture and society. At the same time digital games provide numerous challenges for collections, preservation efforts, documentation, and exhibitions. This article investigates the... more
Digital games have become a central part of contemporary culture and society. At the same time digital games provide numerous challenges for collections, preservation efforts, documentation, and exhibitions. This article investigates the... more
Videogames are the most successful entertainment industry today, but before they entered the “mainstream”, they were targeted at children and addressed by the traditional media as a bad influence. During the early 2000s, we started to see... more
Preserving a historically significant video game frequently requires either preserving or adapting a touchable interface for contemporary use. While control techniques are often evaluated in terms of fidelity between in- and out-of-game... more
The design of engaging digital access to collections and the creation of opportunities for richer collaborations with an informed online public are key recommendations for developing the GLAM sector’s digital future (Mansfield et al.,... more
The importance of the work of retro gamers and fan communities within the field of videogame preservation has been acknowledged and the need for institutional collaboration with these communities has also been recognised. There are,... more
How does popular culture change? And, how can it also be understood as creative, in the sense traditionally associated with art as the avant-garde? This chapter uses the experience of the dominant youth gang in Melbourne in the seventies,... more
Melbourne's counterculture happened in the sixties, but in some ways came to fruition into the seventies. Part of this scene was the Sharpies. The Sharpies were a network of Melbourne gangs, characterised by Italian fashion, 'sharp'... more
Retro culture is often criticised for its ahistorical and aestheticized assembling of the past. Nostalgia is considered a prevalent attitude in the domains of retro-gaming and vintage computing in terms of a romanticising view of the... more
Raiford Guins is an Associate Professor of Culture and Technology at Stony Brook University. His research on the history of video games seeks to draw closer relationships with the fields of Design History and Design Culture. In his most... more
The Popular Memory Archive is an online collaborative research portal for collecting and exhibiting the production and reception histories of Australian and New Zealand micro-computer games of the 1980s. Proposed as a resource for both... more
This paper introduces and describes the UK-based National Videogame Archive, detailing the process leading to its creation and the core methodologies and aspirations of the project. It places the work of the NVA within the wider contexts... more
Video games are a cultural phenomenon; a medium like no other that has become one of the largest entertainment sectors in the world. While the UK boasts an enviable games development heritage, it risks losing a major part of its cultural... more
Memories of playing games with computers have an important role in terms of documenting people’s personal relationships with computing history. This paper presents and discusses the Popular Memory Archive (PMA), an online portal of the... more
The art historical notion of 'the original' continues to inflect games history and game preservation work. This paper notes the persistence of this concept particularly in the game lover's invocation of 'the original experience'. The... more
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