Video games are challenging objects to preserve for a variety of reasons, but their value is increasingly becoming apparent to cultural heritage institutions. This study describes interviews conducted with digital preservationists at Carnegie Mellon University, the Computer History Museum, the Library of Congress, Stanford University, and The Strong National Museum of Play to determine how they define meaningful preservation of video games and what they feel are the greatest challenges to achieving this level of preservation.The obstacles the interviewees most frequently identified were laws that make it illegal to perform preservation activities without permission from copyright owners, difficulties obtaining this permission, and insuffici...
Since they first blipped and bleeped to life in the 1970s, videogames have become one of the most pe...
Over the past half-century video games have become a significant part of our cultural environment, i...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Videogames are one of the most popular forms of entertainment both internationally and in the UK tod...
This thesis aims to explore how video games have become an extremely beneficial tool in regards to e...
The continued accessibility of older videogames is threatened by the obsolescence of the hardware an...
Objectives The main objectives of this exploratory study were to (1) explore the paramount argumen...
It is 50 years since the development of the first computer game and digital games now have an unprec...
It is now 50 years since the development of the first computer game but despite the proliferation of...
Video games are a cultural phenomenon; a medium like no other that has become one of the largest ent...
This paper describes an interview and observation-based study on the practices of communities of gam...
This thesis examines the video game industry within the United States from the first game that was c...
In the past few decades, video games have developed from a marginal technological experiment into a ...
Interactive fiction and video games are part of our cultural heritage. As original systems cease to ...
Game preservation is an emerging field of scholarship and practice that is concerned with the long- ...
Since they first blipped and bleeped to life in the 1970s, videogames have become one of the most pe...
Over the past half-century video games have become a significant part of our cultural environment, i...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Videogames are one of the most popular forms of entertainment both internationally and in the UK tod...
This thesis aims to explore how video games have become an extremely beneficial tool in regards to e...
The continued accessibility of older videogames is threatened by the obsolescence of the hardware an...
Objectives The main objectives of this exploratory study were to (1) explore the paramount argumen...
It is 50 years since the development of the first computer game and digital games now have an unprec...
It is now 50 years since the development of the first computer game but despite the proliferation of...
Video games are a cultural phenomenon; a medium like no other that has become one of the largest ent...
This paper describes an interview and observation-based study on the practices of communities of gam...
This thesis examines the video game industry within the United States from the first game that was c...
In the past few decades, video games have developed from a marginal technological experiment into a ...
Interactive fiction and video games are part of our cultural heritage. As original systems cease to ...
Game preservation is an emerging field of scholarship and practice that is concerned with the long- ...
Since they first blipped and bleeped to life in the 1970s, videogames have become one of the most pe...
Over the past half-century video games have become a significant part of our cultural environment, i...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...