The aim of the article is to discuss the challenges of computer games preservation as a cultural heritage, focusing on the Polish perspective. Computer games are predominantly perceived as ‘new media’, despite the fact that their history dates back to the mid-20th century. It is important to understand that not only the early computer games are already ‘old media’ but all the digital games are. They may be perceived as ‘dying media’ vulnerable to unprecedented obsolescence. The article explores the consequences of digital decay and the notion of original experience in the context of conservation strategies. It suggests that there is still a need for a more conscious inclusion of computer games within the agenda of the Polish heritage instit...
The aesthetic cultivation of societal recollection is inextricably linked to the approach and preser...
The impact of computer games on human functioning has become the subject of many studies and scienti...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Celem niniejszej pracy jest zwrócenie uwagi na niewykorzystany potencjał gier komputerowych jako nar...
The goal of this thesis was to discuss the way digitally distributed games are kept available as cul...
Digital games are major part of popular culture. They are also an important part of the history of p...
Digital games have become an increasingly visible and popular leisure activity in the 21st century. ...
Industrija videoigara stara je već oko šezdeset godina i postala je dijelom kulture, a ulaskom video...
As a result of technological advances, digital archives now have a significant role to play in the c...
Celem niniejszej pracy jest prezentacja autorskiej koncepcji odchodzenia w zapomnienie gier wideo or...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Is it Still Art or Already Game? The Penetration of Aesthetics and Mechanics of Video Games to...
It is now 50 years since the development of the first computer game but despite the proliferation of...
Artykuł poświęcony jest "dojrzewaniu" gier wideo, które zyskują zdolność wyrażania różnych scenarius...
E-heritage – the potential of digitization for the continuity of transmission of intan gible cultura...
The aesthetic cultivation of societal recollection is inextricably linked to the approach and preser...
The impact of computer games on human functioning has become the subject of many studies and scienti...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Celem niniejszej pracy jest zwrócenie uwagi na niewykorzystany potencjał gier komputerowych jako nar...
The goal of this thesis was to discuss the way digitally distributed games are kept available as cul...
Digital games are major part of popular culture. They are also an important part of the history of p...
Digital games have become an increasingly visible and popular leisure activity in the 21st century. ...
Industrija videoigara stara je već oko šezdeset godina i postala je dijelom kulture, a ulaskom video...
As a result of technological advances, digital archives now have a significant role to play in the c...
Celem niniejszej pracy jest prezentacja autorskiej koncepcji odchodzenia w zapomnienie gier wideo or...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...
Is it Still Art or Already Game? The Penetration of Aesthetics and Mechanics of Video Games to...
It is now 50 years since the development of the first computer game but despite the proliferation of...
Artykuł poświęcony jest "dojrzewaniu" gier wideo, które zyskują zdolność wyrażania różnych scenarius...
E-heritage – the potential of digitization for the continuity of transmission of intan gible cultura...
The aesthetic cultivation of societal recollection is inextricably linked to the approach and preser...
The impact of computer games on human functioning has become the subject of many studies and scienti...
Computer games, like other digital media, are extremely vulnerable to long-term loss, yet little wor...