Over the past half-century video games have become a significant part of our cultural environment, in part, by leading advances in both technology and artistic innovation. In recent years librarians and researchers have recognized these games as cultural objects that require collection and curation. Developing and maintaining collections of this fast moving and somewhat ephemeral media, however, poses challenges due to constantly advancing technology and a corresponding lack of consistent terminology. This article addresses the literature and critical issues surrounding collections of video games within libraries and presents a case study of the University of Michigan’s Computer and Video Game Archive (CVGA), one of the largest academic arc...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
It is now 50 years since the development of the first computer game but despite the proliferation of...
The goal of this thesis was to discuss the way digitally distributed games are kept available as cul...
Videogames are one of the most popular forms of entertainment both internationally and in the UK tod...
As higher education begins to take games and gaming seriously, academic libraries will begin to buil...
Purpose – The purpose of this study is to survey the landscape of online collections of digital game...
We believe video games have a place in libraries. We start by describing two provocative video games...
Computer games are now a significant cultural phenomenon, and a significant artistic output of human...
We have created an archive of video games and related materials, located in the Gordon Library, that...
The rise of game development and game studies on university campuses prompts academic libraries to c...
Although there is still some hesitance to accept video games as valuable materials for academic libr...
This research begins with the premise that while video-games have become a pervasive cultural force ...
This study examines the cultural place and status of video and computer games in the Swedish public ...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Closed Circuit Electronic Playground is a research project that will form the basis of my next monog...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
It is now 50 years since the development of the first computer game but despite the proliferation of...
The goal of this thesis was to discuss the way digitally distributed games are kept available as cul...
Videogames are one of the most popular forms of entertainment both internationally and in the UK tod...
As higher education begins to take games and gaming seriously, academic libraries will begin to buil...
Purpose – The purpose of this study is to survey the landscape of online collections of digital game...
We believe video games have a place in libraries. We start by describing two provocative video games...
Computer games are now a significant cultural phenomenon, and a significant artistic output of human...
We have created an archive of video games and related materials, located in the Gordon Library, that...
The rise of game development and game studies on university campuses prompts academic libraries to c...
Although there is still some hesitance to accept video games as valuable materials for academic libr...
This research begins with the premise that while video-games have become a pervasive cultural force ...
This study examines the cultural place and status of video and computer games in the Swedish public ...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Closed Circuit Electronic Playground is a research project that will form the basis of my next monog...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
It is now 50 years since the development of the first computer game but despite the proliferation of...
The goal of this thesis was to discuss the way digitally distributed games are kept available as cul...