Digital games make up a significant but little known chapter in the history of the moving image in Australia and New Zealand. Beginning in the early 1980s, the Australasian software industry developed a remarkable record of content creation. The ``Play It Again'' project is conducting research into the largely unknown histories of 1980s game development in Australia and New Zealand, ensuring that local titles make it into national collections and are documented and preserved, enabling the public to once again play these games. Microcomputers from the 1980s made extensive use of compact audio cassettes to distribute software as an inexpensive alternative to the floppy disk technology available at the time. Media from this era are at risk of...
Specimens of early computer systems stop working every day. One storage medium that was popular for ...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Video games are a cultural phenomenon; a medium like no other that has become one of the largest ent...
This text explores the challenges and considerations associated with researching digital-born media,...
The continued accessibility of older videogames is threatened by the obsolescence of the hardware an...
The collection and conservation of code is still in its infancy in Australia. Even where coded items...
Specimens of early computer systems stop working every day. It is necessary to prepare ourselves for...
Video games, and more generally computer games, are unquestionably technological artefacts that have...
Video games, and more generally computer games, are unquestionably technological artefacts that have...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Research problem: This study aims to address the gap in information regarding how New Zealand organi...
Preserving data for a specific system usually depends on the system in question. Different strategie...
Specimens of early computer systems stop working every day. One storage medium that was popular for ...
While software originating from the domain of digital forensics has demonstrated utility for data re...
Specimens of early computer systems stop working every day. One storage medium that was popular for ...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Video games are a cultural phenomenon; a medium like no other that has become one of the largest ent...
This text explores the challenges and considerations associated with researching digital-born media,...
The continued accessibility of older videogames is threatened by the obsolescence of the hardware an...
The collection and conservation of code is still in its infancy in Australia. Even where coded items...
Specimens of early computer systems stop working every day. It is necessary to prepare ourselves for...
Video games, and more generally computer games, are unquestionably technological artefacts that have...
Video games, and more generally computer games, are unquestionably technological artefacts that have...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Research problem: This study aims to address the gap in information regarding how New Zealand organi...
Preserving data for a specific system usually depends on the system in question. Different strategie...
Specimens of early computer systems stop working every day. One storage medium that was popular for ...
While software originating from the domain of digital forensics has demonstrated utility for data re...
Specimens of early computer systems stop working every day. One storage medium that was popular for ...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Video games are a cultural phenomenon; a medium like no other that has become one of the largest ent...