CIRCA:Video Games Archive Project

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*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.
*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.
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*We conducted a survey of existing preservation efforts and concluded that 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.
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*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:
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*We recognized that the unique value of a particular physical collection of game paraphernalia (apart from being objects representing the history of game publication)is its localized and individual history --
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**Museum exhibits of games
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**[http://pvw.illinois.edu/pvw/?p=224 Preserving Virtual Worlds] have
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**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.
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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
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*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.
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*We interviewed
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*One of our critical findings regarding the preservation of gaming materials is that
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preservation of a game itself is insufficient; we need to also preserve the information that
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contextualizes the game and helps researchers achieve a more complete understanding of the
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game’s significance and use.
==complexity involved in preserving video games==
==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
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

Revision as of 01:23, 14 March 2013

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:

  • 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.
  • 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:
    • Museum exhibits of games
    • Preserving Virtual Worlds have
    • 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.


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


  • 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.
  • We interviewed
  • One of our critical findings regarding the preservation of gaming materials is that

preservation of a game itself is insufficient; we need to also preserve the information that contextualizes the game and helps researchers achieve a more complete understanding of the game’s significance and use.

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

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