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Games and Culture
Analysis of the current status of
digital game preservation
Questions to think about
 * Should digital games be preserved as a
part of our cultural history?
 * How would you preserve the games?
 * How would you pick which games to
preserve?
 * What do games tell us about society?
What is it about?
 These journals about the current status of
digital games preservation and what games
tell us about society. We will also look into
the legal implications of preserving games.
 How museums, people and organisations
are, or are failing to, preserve and store
the history of digital games
Content
 Early Theorist
 Preserving Games
 Why are games not preserved?
 What has been done?
 The KEEP Project
 Industries such as NVA
 Emulation and Property Rights
 Evaluation
 Questions?
Early Theorist
 The journal explains that even early theorist
thought about what games can tell us about
society.
- Johan Huizinga
„A Cultural Phenomenon‟
Early Theorist
 Early game theorists were interested in
what games could tell us about our society
at the time
 Kucklich – “games are cultural products
with deep roots in the culture the stem
from”
 “digital games are a living mirror of any
given society” (Massonet in Lauwaert).
Preserving Games
 Important information and resources are at
risk and it is seen as the responsibility of
museums and library‟s to safeguard this
information
 Early TV and radio programmes were lost
because there was no polices in place to
preserve them. Since 1981 the UK
independent broadcasting authority has made
preservation and compulsory clause to
companies.
Why are games not Preserved?
 Gaming enthusiasts have realised the
importance of digital game history and
have started preserving the history of
digital games.
 Their preservation work is being done
without permission from the appropriate
rights holders and therefor can be seen to
be illegal.
What has been done?
 In Japan, Proff. H. Koichi of Ritsumeikan
University started to create an archive of
the „entire gaming experience‟.
 The project involves collecting hardware
and software and making visual recordings
of gaming experiences. It is intended to
support the work of future researchers.
The Keep Project
 Keeping emulation environment portable
 Started in 2009
 Can accurately render both static and
dynamic object such text, sound.
 KEEP Project was made to solve the
problem of how they were going to store
and preserve digital games ?
Strong Museum
 Based in Rochester, USA.
 Museum Dedicated to the study of
play
 The museum decided that it was
important to preserve these games
and opened section for the history of
video games
 http://www.youtube.com/watch?v=fSzQuP1y9sk&feature=relmfu
 http://www.youtube.com/watch?v=WWyVRl0CihQ
Computerspiele Museum
 In Berlin 1997 a museum dedicated
to digital games was opened, the
Computerspiele Museum. It was the
first permanent exhibition of digital
interactive entertainment culture.
 The museum closed in 2000 and
there is no sign of the collection being
reopen.
Computerspiele Museum
 Founder, Andreas Lange, a key figure
in digital game preservation and
remains a supporter of game
preservation via the digital games
archive website
 The museums collection is still
available to researchers
NVA
 The media museum realised it was
not covering important things like the
internet, computing, mobile
technology and video games – and so
in 2008 the NVA was launched by the
museum and Nottingham Trent
university.
NVA
 2008 the NVA was launched by the
national media museum in Bradford.
(national video game archive)
 Imitative was to
„collect, interpret, research and
exhibit videogames and video game
culture‟
NVA
 http://www.nationalmediamuseum.org
.uk/
 http://www.youtube.com/watch?v=Ps
Y60ph0J6k&playnext=1&list=PLBA314
4B4CF80D951&feature=results_video
Long term Preservation
 Games need to be preserved in a way that
they can be seen and PLAYED as an original
 EMULATION - involves the development of
programmes that translate code and
instructions from one computing
environment so it can be executed in
another.
Emulation
 Used to recreate the actions of the original
hardware, in an accessible form.
 Traditional institutions are struggling to
deal with complex technologies and
techniques in digital preservation.
Property rights
 Intellectual property (IP) is a juridical
concept which refers to creations of the
mind for which exclusive rights are
recognized
 Museums and enthusiasts do not have legal
permission to collect electronic media. This
is stopping achieving at present.
 “The law is preventing the archiving of
history” (Leonard, 2009).
How should Digital Games be
Shown?
 Computerspiele museum – „computer games
are more than just toy‟s‟ (Lang 2009).
 “game magazines, the marketing, the
manufacturing and the demographics of the
players” (Salen and Zimmerman, 2004) should
also be recognised.
 “their impact on human culture, how they
affect social relations and learning and
questions of addiction and violence in games
(Dyson,2009).
What is being done?
 In France the national library has adopted a
legal deposit scheme where one of every
digital game produced is kept for
preservation
 The British national library are taking
moves towards digital preservation but
currently games are excluded. No one in
government is questioning this at present
and there doesn‟t seem to be any moves
towards a solution.
Conclusions
 Intellectual property rights are holding up
preservation of digital games. Decisions
need to be made about how the laws can
change.
 Deciding how best to preserve (emulation
etc.).
 Museums deciding on the best ways to
display and explain digital media.
 A more committed approach and more
expertise are needed.
Questions
 * Do digital games cause addition (to
games) and violence in society?
 http://www.youtube.com/watch?v=g
G1rbfVsyIQ
 * What games do you want to
preserve ?
 * Do you think its important to
preserve games?

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Y1 s1 critskills-grouppresentation-natalieluketoby

  • 1. Games and Culture Analysis of the current status of digital game preservation
  • 2. Questions to think about  * Should digital games be preserved as a part of our cultural history?  * How would you preserve the games?  * How would you pick which games to preserve?  * What do games tell us about society?
  • 3. What is it about?  These journals about the current status of digital games preservation and what games tell us about society. We will also look into the legal implications of preserving games.  How museums, people and organisations are, or are failing to, preserve and store the history of digital games
  • 4. Content  Early Theorist  Preserving Games  Why are games not preserved?  What has been done?  The KEEP Project  Industries such as NVA  Emulation and Property Rights  Evaluation  Questions?
  • 5. Early Theorist  The journal explains that even early theorist thought about what games can tell us about society. - Johan Huizinga „A Cultural Phenomenon‟
  • 6. Early Theorist  Early game theorists were interested in what games could tell us about our society at the time  Kucklich – “games are cultural products with deep roots in the culture the stem from”  “digital games are a living mirror of any given society” (Massonet in Lauwaert).
  • 7. Preserving Games  Important information and resources are at risk and it is seen as the responsibility of museums and library‟s to safeguard this information  Early TV and radio programmes were lost because there was no polices in place to preserve them. Since 1981 the UK independent broadcasting authority has made preservation and compulsory clause to companies.
  • 8. Why are games not Preserved?  Gaming enthusiasts have realised the importance of digital game history and have started preserving the history of digital games.  Their preservation work is being done without permission from the appropriate rights holders and therefor can be seen to be illegal.
  • 9. What has been done?  In Japan, Proff. H. Koichi of Ritsumeikan University started to create an archive of the „entire gaming experience‟.  The project involves collecting hardware and software and making visual recordings of gaming experiences. It is intended to support the work of future researchers.
  • 10. The Keep Project  Keeping emulation environment portable  Started in 2009  Can accurately render both static and dynamic object such text, sound.  KEEP Project was made to solve the problem of how they were going to store and preserve digital games ?
  • 11. Strong Museum  Based in Rochester, USA.  Museum Dedicated to the study of play  The museum decided that it was important to preserve these games and opened section for the history of video games  http://www.youtube.com/watch?v=fSzQuP1y9sk&feature=relmfu  http://www.youtube.com/watch?v=WWyVRl0CihQ
  • 12. Computerspiele Museum  In Berlin 1997 a museum dedicated to digital games was opened, the Computerspiele Museum. It was the first permanent exhibition of digital interactive entertainment culture.  The museum closed in 2000 and there is no sign of the collection being reopen.
  • 13. Computerspiele Museum  Founder, Andreas Lange, a key figure in digital game preservation and remains a supporter of game preservation via the digital games archive website  The museums collection is still available to researchers
  • 14. NVA  The media museum realised it was not covering important things like the internet, computing, mobile technology and video games – and so in 2008 the NVA was launched by the museum and Nottingham Trent university.
  • 15. NVA  2008 the NVA was launched by the national media museum in Bradford. (national video game archive)  Imitative was to „collect, interpret, research and exhibit videogames and video game culture‟
  • 17. Long term Preservation  Games need to be preserved in a way that they can be seen and PLAYED as an original  EMULATION - involves the development of programmes that translate code and instructions from one computing environment so it can be executed in another.
  • 18. Emulation  Used to recreate the actions of the original hardware, in an accessible form.  Traditional institutions are struggling to deal with complex technologies and techniques in digital preservation.
  • 19. Property rights  Intellectual property (IP) is a juridical concept which refers to creations of the mind for which exclusive rights are recognized  Museums and enthusiasts do not have legal permission to collect electronic media. This is stopping achieving at present.  “The law is preventing the archiving of history” (Leonard, 2009).
  • 20. How should Digital Games be Shown?  Computerspiele museum – „computer games are more than just toy‟s‟ (Lang 2009).  “game magazines, the marketing, the manufacturing and the demographics of the players” (Salen and Zimmerman, 2004) should also be recognised.  “their impact on human culture, how they affect social relations and learning and questions of addiction and violence in games (Dyson,2009).
  • 21. What is being done?  In France the national library has adopted a legal deposit scheme where one of every digital game produced is kept for preservation  The British national library are taking moves towards digital preservation but currently games are excluded. No one in government is questioning this at present and there doesn‟t seem to be any moves towards a solution.
  • 22. Conclusions  Intellectual property rights are holding up preservation of digital games. Decisions need to be made about how the laws can change.  Deciding how best to preserve (emulation etc.).  Museums deciding on the best ways to display and explain digital media.  A more committed approach and more expertise are needed.
  • 23. Questions  * Do digital games cause addition (to games) and violence in society?  http://www.youtube.com/watch?v=g G1rbfVsyIQ  * What games do you want to preserve ?  * Do you think its important to preserve games?