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LaTeX code for Video Games Archive Project

Click here for a plain text version of this LaTeX code.
\documentclass[a4paper,11pt]{article}
\usepackage{ulem}
\usepackage{a4wide}
\usepackage[dvipsnames,svgnames]{xcolor}
\usepackage[pdftex]{graphicx}

\usepackage{hyperref}
% commands generated by html2latex


\begin{document}\hypertarget{Context}{}

\subsection{Context}

Digital games (aka computer or video games) are currently a young medium. New also are developments in the areas of preservation, documentation/archiving, and exhibition of video game history. Beginning in September 2012 the GRAND research group at the University of Alberta has been exploring the practice of documenting and archiving games. Here are some key aspects of the video games archive project to date:
\begin{itemize}
	\item We were given access to a physical collection, currently being stored on campus, of about 1000 items of physical copies of games, boxes, manuals, and so forth from the personal collection of a private individual.
	\item We conducted an 'environmental scan' of existing preservation efforts to identify best practices and a find niche where we could contribute - the major developments in the preservation scene thus far fall into three categories:
\begin{itemize}
	\item Museum exhibits of games
	\item Projects such as \href{http://pvw.illinois.edu/pvw/?p=224}{Preserving Virtual Worlds} have 
	\item The "crowdsourcing" style of preservation, that is, the creation of community websites with databases of publication info, game-related art (digitized box covers, manuals, videos of game-play) is quite extensive to the point where it is possible to find at least some information about any published game.
\end{itemize}
\end{itemize}


\\We noted that a further issue beyond compiling information about games is the need to preserve the functionality of games as 'playable' artifacts - the latter is a complex and involved task recently being undertaken by 


\\
\begin{itemize}
	\item We recognized that the unique value of a particular physical collection of game paraphernalia is its localized and personal history, not simply gathering published items that in some cases may the only of their kind still in existence.
	\item We interviewed
\end{itemize}
\begin{itemize}
	\item One of our critical findings regarding the preservation of gaming materials is that
\end{itemize}

preservation of a game itself is insufficient; we need to also preserve the information thatcontextualizes the game and helps researchers achieve a more complete understanding of thegame???s significance and use.\hypertarget{complexity_involved_in_preserving_video_games}{}

\subsection{complexity involved in preserving video games}

Video games are a medium interdisciplinary in scope, synthesizing all forms of art and craft (material, procedural, and digitized) into artifacts that can be viewed and 'played' on a particular hardware 'platform.' The core distinguishing feature of games is their procedural interactivity

\end{document}
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