In the past decade, archives have utilized emulation to preserve older pieces of software including video games and make them accessible to patrons. However, recent literature neglects user needs for emulated software in archives. Using web content analysis, this study examines the text of nearly 1,200 online comments, threads, and forum posts about software emulation from four different websites. The findings suggest that audiences are keenly aware of software emulation but not of emulation as a way to preserve video games. It also found that user needs are often unique or even contradictory, and much user attention is paid to the visual quality of emulation systems as well as the quality of the emulated experience. The author suggests a n...
Emulated access of complex media has long been discussed, but there are very few instances in which ...
Since 1999, determining the viability of emulation as a means to preserve digital assets has been up...
The Internet has made it possible for amateur game creators to collaborate on projects irrespective ...
This paper describes an interview and observation-based study on the practices of communities of gam...
This paper presents a comprehensive research study that investigates the perspectives of video game ...
The rapidly growing number of museums, archives and galleries turning their attentions to videogames...
Between the two fundamental digital preservation strategies, migration has been strongly favored. Re...
The continued accessibility of older videogames is threatened by the obsolescence of the hardware an...
The purpose of this paper is to examine the various factors surrounding video game emulation as well...
The article focuses on current approaches and potentials for emulation technologies within the cultu...
After significant research and proven usefulness especially for complex, dynamic and interactive obj...
Interactive fiction and video games are part of our cultural heritage. As original systems cease to ...
Computer games are now a significant cultural phenomenon, and a significant artistic output of human...
The emulation of obsolete hardware and software environments to enable information to be read, and t...
Emulation used as a long-term preservation strategy offers the potential to keep digital objects in ...
Emulated access of complex media has long been discussed, but there are very few instances in which ...
Since 1999, determining the viability of emulation as a means to preserve digital assets has been up...
The Internet has made it possible for amateur game creators to collaborate on projects irrespective ...
This paper describes an interview and observation-based study on the practices of communities of gam...
This paper presents a comprehensive research study that investigates the perspectives of video game ...
The rapidly growing number of museums, archives and galleries turning their attentions to videogames...
Between the two fundamental digital preservation strategies, migration has been strongly favored. Re...
The continued accessibility of older videogames is threatened by the obsolescence of the hardware an...
The purpose of this paper is to examine the various factors surrounding video game emulation as well...
The article focuses on current approaches and potentials for emulation technologies within the cultu...
After significant research and proven usefulness especially for complex, dynamic and interactive obj...
Interactive fiction and video games are part of our cultural heritage. As original systems cease to ...
Computer games are now a significant cultural phenomenon, and a significant artistic output of human...
The emulation of obsolete hardware and software environments to enable information to be read, and t...
Emulation used as a long-term preservation strategy offers the potential to keep digital objects in ...
Emulated access of complex media has long been discussed, but there are very few instances in which ...
Since 1999, determining the viability of emulation as a means to preserve digital assets has been up...
The Internet has made it possible for amateur game creators to collaborate on projects irrespective ...