Newman, J (2016) Game(play) preservation: preserving games without playing them? In: Clash of Realities: 7th International Conference on the Art, Technology and Theory of Digital Games, 14 - 16 November 2016, Cologne Game Lab, TH Köln, Cologne, Germany.
Abstract
At a time when there are more gaming platforms and titles available than ever before, it might seem unlikely to claim that videogames are disappearing. Material and digital deterioration renders hardware and software unusable while retail and marketing practices create a discourse of perpetual innovation, supersession and obsolescence. The loss of this material denies future generations access to their cultural heritage and robs the next generation of developers historical reference material. As Lowood et al (2009) put it, we must act ‘before it’s too late’. But, what form should this action take? And what is it we are seeking to preserve? In this paper, I ask what is the object of videogame preservation and in proposing a ‘documentary approach’ alongside more traditional software-based strategies, I consider the location and importance of play in this work.
Item Type: | Conference or Workshop Item (Paper) |
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Divisions: | Bath School of Design |
Date Deposited: | 28 Feb 2017 15:04 |
Last Modified: | 21 Dec 2023 19:16 |
URI / Page ID: | https://researchspace.bathspa.ac.uk/id/eprint/9248 |
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