Assembling Auras: Towards a Methodology for the Preservation and Study of Video Games as Cultural Heritage Artefacts

2021 ◽  
pp. 155541202110203
Author(s):  
Dany Guay-Bélanger

Video games, while a digital art, live on physical media. Whether cartridge, magnetic tape or floppy disk, they degrade. Without care and study, they disappear and cannot be played again. While it might be possible to preserve play using emulation or video captures, scholars need to consider every option at their disposal to preserve video games for future study. This includes securing original versions of games and ephemera, recording play, interviewing game creators, and players, and much more. This article develops a new approach to conceptualise video games as material and cultural heritage, and proposes a methodology for their study, especially those for which there is no original version left.

2021 ◽  
Vol 10 (6) ◽  
pp. 357
Author(s):  
Niccolò Iandelli ◽  
Massimo Coli ◽  
Tessa Donigaglia ◽  
Anna Livia Ciuffreda

The conservation of a primary importance historical building requires organization, management, continuous updating, comparison, and visualization of a large amount of data of different nature and origin. In relation to these aspects the use of a GIS brings various advantages including single and univocal management of the entire amount of existing data in a relational, dynamic, updatable and queryable way. The integration of a mobile solution permits the updating of the dataset and checking on site all information. The workflow presented uses opensource solutions, desktop and mobile, which allows the creation of an unconventional lithological Field Mapping activity: starting from photo interpretation and in situ survey, all the coating materials (stone, etc.) of some monuments of primary historical and cultural interest have been mapped (i.e., Duomo di Firenze, Duomo di Prato). The product can be considered as a lithological cartography, vertically oriented, processed by field surveys, geognostic surveys and photo interpretation. All combined to create a “lithological” mapping of the coatings of the various monuments; the advantage is a new approach for conservation and restoration of Cultural Heritage. The proposed workflow involves a mobile solution, opensource, that allows the verification and management of the database in the field.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Jaqueline Alma ◽  
Miguel Cipolla-Ficarra ◽  
Jim Carré

The first studies of the social sciences aimed at the videogames of the 80s and the methods to evaluate the usability engineering of the 90s have highlighted a set of positive and negative aspects in the human-computer interaction which go from the ergonomic aspects of the devices down to the motivations to draw the attention of the users in the interaction process. In this research we present the results reached with adult users in relation to the communicability and the usability in a classical videogame for PC. We also present the elements of interactive design which boost the poiesis in cultural heritage that the analyzed videogame contains.


Author(s):  
V. A. Ziparo ◽  
F. Cottefoglie ◽  
D. Calisi ◽  
F. Giannone ◽  
G. Grisetti ◽  
...  

2020 ◽  
Vol 3 (1) ◽  
pp. 32-43
Author(s):  
Oliver Brown

This article examines and critiques the American copyright regime's increasingly protective approach to video games and their subject matter. Over the past decade, a trio of district court decisions have bolstered protection for video games by relaxing standards for protectability and substantial similarity. Subsequent rulings, concerning both games and other forms of intellectual property, suggest this protective streak will continue. While heightened protection might provide a necessary deterrent to ‘cloning’ and other kinds of impermissible copying, it will also endanger valuable forms of appropriation. After decades of limited copyright involvement, mimesis has become an important element of game creation – widely tolerated by the gaming community as a source of inspiration, interoperability, and cultural conversation. A more expansive view of protectability may inhibit imitative behavior that has, in the past, benefited new creators and fans without harming the economic expectations of prior authors. Moreover, that new approach, which relies heavily on juries for unpredictable, case-by-case determinations, may restrict the financial and creative outlook of the video game industry at large. In its first section, this article identifies the elements of video games that have been deemed protectable under copyright law. The second section summarizes foundational video game case law, in which courts established restrictive standards for protectability and substantial similarity. The third then discusses the paradigm shift towards more expansive protectability, recounting cases where courts found games worthy of heightened protection. In its fourth section, this article argues that the protective trend has yet to peak, looking to evidence gleaned from recent copyright suits. A concluding section outlines the risks of overprotection, cautioning against a potentially unreasoned and impractical copyright standard.


2020 ◽  
Author(s):  
Stefan Jänicke

Visualization as a method to reveal patterns in large data sets is a powerful tool to build bridges between data science and other research disciplines. The value of visual design is documented with a showcase on the Dansk biografisk Lexikon. The original version of this article was published in the 2020 November issue of Aktuel Naturvidenskab.


Liño ◽  
2017 ◽  
Vol 23 (23) ◽  
pp. 175
Author(s):  
Marcelino García Sedano

RESUMEN:La apertura de LABoral Centro de Arte y Creación Industrial y el lanzamiento del primer festival sobre música electrónica experimental y artes visuales LEV Festival en el año 2007, coloca a Gijón y al Principado de Asturias en los puestos de cabeza de la reflexión y exhibición de las cuestiones relacionadas con la tecnocreatividad. Semejante despliegue institucional, arranca con fuerza y con propuestas arriesgadas, entre ellas, la programación de varias grandes exposiciones sobre la relación del videojuego y la cultura en el corto periodo de dos años. Lo que podría considerarse un debate pertinente aunque arriesgado, devino en muestras históricas, discusiones importantes y la presencia no sólo de grandes artistas, programadores y diseñadores de videojuegos, sino también de grandes teóricos del medio. Este artículo pretende ahondar en la profundidad compleja del videojuego como manifestación artística y cómo esta disciplina se relacionó con los sucesos artísticos de la región asturiana.PALABRAS CLAVE:Nuevos Medios, videojuegos, Asturias, interactividad, arte digital.ABSTRACT:The opening of LABoral Centro de Arte y Creación Industrial and the launching of the first experimental electronic music festival and visual arts, LEV festival, in the year 2007, places Gijon and the Principado de Asturias in the top of the rankings in exhibition and reflexion about techno-creativity. This huge display of institutional efforts, begins with a bang and innovative proposals; among them, the programming of a couple of big exhibitions on the relationship between video games and culture in just a short two-year period. What could be considered a pertinent but risky debate, turned into historical exhibitions, important discussions and the presence of not only important artists, programmers, videogame designers, but key theorist specialized in the field, placing this way, Asturias and LABoral in the top of the world rankings on the debates about artgame. This article aims to explore the complexity of the videogame as an artistic manifestation and the ways in which it got linked to artistic events in Asturias.KEYWORDS:New media, videogames, Asturias, interactivity, digital art.


2018 ◽  
Vol 60 (7/8) ◽  
pp. 767-780 ◽  
Author(s):  
Muhammad Jufri ◽  
Hillman Wirawan

Purpose The purpose of this paper is to develop entrepreneurship games for early childhood education (ECE) and to develop a module using a number of systematic approaches. Design/methodology/approach There were two studies conducted. Study 1 focused on developing guidelines for traditional games. The games were collected and selected based on their entrepreneurial characteristics. In study 2, the authors selected eight relevant traditional games and then examined their effectiveness at internalizing the spirit of entrepreneurship. For the assessment, the authors trained 40 expert raters from the fields of psychology, ECE, and entrepreneurship studies. Findings The results showed that two groups of raters agreed (k=0.64) that the games were effective for internalizing the spirit of entrepreneurship in ECE. In the second part of the study, the authors intended to develop a set of multimedia digital instructions and guidelines for users (e.g. teachers and instructors) as the traditional games provided no written instructions. This study produced the multimedia digital instructions and constructed a set of assessment tools for the teachers to test the effectiveness of the games. Research limitations/implications This study focused on developing traditional games into a structured guideline for teachers. However, further investigation is still necessary to gather evidence regarding the validity of the game manual. Future study should focus on testing the effect of the games on ECE as well as students’ entrepreneurial traits. Originality/value This study created a new approach by considering local values in developing an entrepreneurship intervention.


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