2012 45th Hawaii International Conference on System Sciences 2012
DOI: 10.1109/hicss.2012.1
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'Knee-Deep in the Data': Practical Problems in Applying the OAIS Reference Model to the Preservation of Computer Games

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Cited by 6 publications
(5 citation statements)
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“…This will ensure that the repositories are OAIS compliant and that they maintain the standard of a trusted digital repository. Functions of the OAIS Reference Model have been criticized as being impracticable (Cunningham, 2008; Ward, 2012; McDonough, 2012; Bettivia, 2016; Wilson, 2017; van Kemenade, 2020). The Preservation Planning entity of the model was also criticized by repository managers because in reality archives’ operations are not as “clean” as the OAIS Reference Model authors view it (Ward, 2012).…”
Section: Findings and Analysismentioning
confidence: 99%
“…This will ensure that the repositories are OAIS compliant and that they maintain the standard of a trusted digital repository. Functions of the OAIS Reference Model have been criticized as being impracticable (Cunningham, 2008; Ward, 2012; McDonough, 2012; Bettivia, 2016; Wilson, 2017; van Kemenade, 2020). The Preservation Planning entity of the model was also criticized by repository managers because in reality archives’ operations are not as “clean” as the OAIS Reference Model authors view it (Ward, 2012).…”
Section: Findings and Analysismentioning
confidence: 99%
“…Due to the conceptual distinctions between published games and collections of game development artifacts, the findings of these endeavors are not necessarily applicable when considering game development artifact collections. Since most libraries acquire a game as “a discrete, published work, not as a small portion of the larger set of archival records from the publisher,” (McDonough, 2012, p. 1630), preservation efforts are more often directed at the published game itself, with development materials rarely mentioned or accommodated.…”
Section: Literature Reviewmentioning
confidence: 99%
“…For the cultural policy that guides preservation and exhibition of games, this means that there is yet another blurring of authorship, and challenges arise regarding the determination of what materials are supposed to be preserved and which version of a game that is supposed to be the focus of preservation efforts. Player participation therefore goes further than just interactivity in play, and player-creators need to be considered co-creators of the games they are modifying, hacking, subverting, and re-making (McDonough, 2011(McDonough, , 2012McDonough et al, 2010). These issues further complicate participation in preservation processes.…”
Section: Challenge 2: Games As Interactivementioning
confidence: 99%