2019
DOI: 10.1007/978-3-030-15742-5_39
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Save Point/s: Competing Values and Practices in the Field of Video Game Preservation

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Cited by 3 publications
(2 citation statements)
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“…Meanwhile, new audiovisual formats emerge, and museum staff may have to reckon with an entirely new genre of content. The same arguments made for the systematic collecting of film may have to be made for video games, virtual reality, and the myriad other uncategorized digital creations of the modern age that defy standard concepts of art, science, or history, but which nevertheless represent their latest instances (Eklund et al, 2019;Guay-Bélanger, 2022;Olgado et al, 2019).…”
Section: A Brief Look At Todaymentioning
confidence: 97%
“…Meanwhile, new audiovisual formats emerge, and museum staff may have to reckon with an entirely new genre of content. The same arguments made for the systematic collecting of film may have to be made for video games, virtual reality, and the myriad other uncategorized digital creations of the modern age that defy standard concepts of art, science, or history, but which nevertheless represent their latest instances (Eklund et al, 2019;Guay-Bélanger, 2022;Olgado et al, 2019).…”
Section: A Brief Look At Todaymentioning
confidence: 97%
“…Digital games are a central part of contemporary culture and society that pose specific problems for preservation. Their popularity and impact put into relief the numerous challenges of digital game preservation regarding for example collection, curation, documentation, and exhibition practices (MacDonough, Fraimow, Erdman, Gronsbell, & Titkemeyer, 2016;Olgado, 2019). In the Nordic region, digital games are played by a majority of the population (see for example Findahl, 2014;Kinnunen, Lilja, & Mäyrä, 2018) and are important cultural and economic commodities.…”
Section: Introductionmentioning
confidence: 99%