2013
DOI: 10.1108/07378831311329103
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Retrocomputing as preservation and remix

Abstract: If you would like to write for this, or any other Emerald publication, then please use our Emerald for Authors service information about how to choose which publication to write for and submission guidelines are available for all. Please visit www.emeraldinsight.com/authors for more information. About Emerald www.emeraldinsight.comEmerald is a global publisher linking research and practice to the benefit of society. The company manages a portfolio of more than 290 journals and over 2,350 books and book series … Show more

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Cited by 11 publications
(10 citation statements)
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References 27 publications
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“…The tools used for this purpose mentioned included ReproZip (Broussard and Boss 2018;Chirigati et al 2016;Rampin et al 2016;Steeves, Rampin, and Chirigati 2018), although all but one (Broussard and Boss 2018) of these papers were written by the team behind ReproZip for the purposes of introducing or demonstrating the tool. Other tools mentioned were WebRecorder (Broussard and Boss 2018), RISA (Remote Interface to Science Analysis), tools to decouple data processing software from infrastructure life-cycles (Gabriel et al 2015;Ibarra and Gabriel 2012), media migration tools such as Dis-cFerret (Takhteyev and DuPont 2013), and a variety of preservation, workflow management and configuration management tools (Chirigati et al 2016;Steeves, Rampin, and Chirigati 2018).…”
Section: Methods Of Preservationmentioning
confidence: 99%
See 1 more Smart Citation
“…The tools used for this purpose mentioned included ReproZip (Broussard and Boss 2018;Chirigati et al 2016;Rampin et al 2016;Steeves, Rampin, and Chirigati 2018), although all but one (Broussard and Boss 2018) of these papers were written by the team behind ReproZip for the purposes of introducing or demonstrating the tool. Other tools mentioned were WebRecorder (Broussard and Boss 2018), RISA (Remote Interface to Science Analysis), tools to decouple data processing software from infrastructure life-cycles (Gabriel et al 2015;Ibarra and Gabriel 2012), media migration tools such as Dis-cFerret (Takhteyev and DuPont 2013), and a variety of preservation, workflow management and configuration management tools (Chirigati et al 2016;Steeves, Rampin, and Chirigati 2018).…”
Section: Methods Of Preservationmentioning
confidence: 99%
“…Legal issues were a challenge noted in over a quarter of studies, where preservation actions may infringe on copyright and intellectual property rights. This is particularly true of digital game preservation as the producers and copyright holders of digital games are often not the ones preserving their products (Barwick, Dearnley, and Muir 2011;Monnens et al 2009;Takhteyev and DuPont 2013). Barateiro et al (2012) also raised the issue of the prevalence of Software as a Service (SaaS) products and how copyright issues there may prevent preservation workflows.…”
Section: Challenges Associated With Sustaining Access To Dynamic Data Visualisationsmentioning
confidence: 99%
“…Areas of responsibility could be drawn up (Barwick et al, ) and work on establishing interinstitutional praxis in the curation of videogames as archival objects could be coordinated (McDonough et al, ). The knowledge and the collections of videogame communities, including the communities of retrogaming and fan‐driven game‐preservation projects, are valuable prospective partners concerning game archive service design, technical knowledge, the documentation of lived experience, and metadata work (application and structure) (Galloway, ; Newman, ; Stuckey, Swalwell, & Ndalianis, ; Stuckey, Swalwell, Ndalianis, & de Vries, ; Takhteyev, ). Cooperation with the videogame industry, in turn, potentially yields materials with provenance in the development process and the opportunity to circumvent the legal hindrances to videogame preservation presented by IP law (Bachell & Barr, ; Conley, Andros, Chinal, Lipkowitz, & Perez, ; Winget & Sampson, ).…”
Section: Methodsmentioning
confidence: 99%
“…And while most users forget, discard, and move on to the next shinier, faster, and more black-boxed technology (see Swalwell, 2012 for an insightful perspective on this), others take responsibility for maintaining, and developing, the “contemporary presence” of “obsolete” technologies. Some of these aspects are further highlighted in a thorough and open-minded paper by Takhteyev and DuPont (2013), where the authors make a compelling argument for learning from retrocomputing preservation practices in museal curation and digital preservation and in general. Moving beyond strict issues of preservation and gaming, and in an effort to widen retrocomputing studies and its potential implications for current digital culture, this article seeks to (1) engage with retrocomputing archives and databases as cultural techniques, (2) theorize collective archives and collective archiving as such, putting a bigger emphasis on the paradoxes, tensions, and in-between positions that characterize them, and (3) discuss how retrocomputing may become a more widespread practice for an increasing amount of people, seeking access to their digital pasts in a time when planned obsolescence is rampant.…”
Section: Background: Retrocomputing Todaymentioning
confidence: 99%