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Halcyon and on and on: an exploratory study of online collections of computer games
10 references·0 citing·38 second hop
Halcyon and on and on: an exploratory study of online collections of computer games (2023)Halcyon and on and on: an exploratory stu…An Empirical Study of Transformative Use in Copyright Law (2019)An Empirical Study of Transfo…Video Game Preservation in the UK: A Survey of Records Management Practices (2014)Video Game Preservation in th…A Unified Approach to Preserving Cultural Software Objects and their Development Histories (2014)A Unified Approach to Preserv…Playing Games With Cultural Heritage: A Comparative Case Study Analysis of the Current Status of Digital Game Preservation (2010)Playing Games With Cultural H…Packaging videogames for long-term preservation: Integrating FRBR and the OAIS reference model (2010)Packaging videogames for long…Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games (2010)Keeping the Game Alive: Evalu…Copyright, Preservation, and Archives: An Interview with Eric Schwartz (2010)Copyright, Preservation, and …Before It’s Too Late: Preserving Games across the Industry / Academia divide (2009)Before It’s Too Late: Preserv…Collecting and preserving videogames and their related materials: A review of current practice, game‐related archives and research projects (2008)Collecting and preserving vid…Orphan Works, Abandonware and the Missing Market for Copyrighted Goods (2006)Orphan Works, Abandonware and…Shaping Technology, Building Society: Studies in Sociotechnical Change. (1993)Digital Preservation Service Provider Models for Institutional Repositories (2007)A framework for contextual information in digital collections (2011)'Knee-Deep in the Data': Practical Problems in Applying the OAIS Reference Model to the Preservation of Computer Games (2012)A comprehensive open package format for preservation and distribution of geospatial data and metadata (2016)Drawing Things Together: Understandingthe Challenges and Opportunities of a Cross-LAM Approach to Digital GamePreservation and Exhibition (2019)‘THE INTENTIONAL FALLACY’ (1973)Languages of Art (1976)Languages of Art: An Approach to a Theory of Symbols. (1979)An Overview of Web Archiving (2012)Preserving and Exhibiting Media Art (2013)In real life: Gaming community engagement in museums (2024)‘Grand Theft Archive’: A Quantitative Analysis of the State of Computer Game Preservation (2008)Before It's Too Late: A Digital Game Preservation White Paper (2009)Preserving Virtual Worlds Final Report (2010)Describing, organizing, and maintaining video game development artifacts (2020)Homo Ludens: A Study of the Play-Element in Culture. (1951)Preservation Management of Digital Materials: a Handbook (2001)Thirteen Ways of Looking at...Digital Preservation (2004)The Introduction of Computer and Video Games in Museums – Experiences and Possibilities (2013)Understanding the “expanded notion” of videogames as archival objects: A review of priorities, methods, and conceptions (2017)Preserving Data Journalism: A Systematic Literature Review (2021)Upgrades, Tradeins, and Buybacks (1998)An Economic Analysis of Copyright Law (2004)The Recasting of Copyright & Related Rights for the Knowledge Economy (2008)Preliminary document analyzing and summarizing metadata standards and issues across Europe (2009)Copyright, And The Regulation Of Orphan Works: A Comparative Review Of Seven Jurisdictions And A Rights Clearance Simulation (2013)The Berne Convention for the Protection of Literary and Artistic Works (2025)How to choose a digital preservation strategy (2007)Decision criteria in digital preservation: What to measure and how (2011)Videogame preservation and massively multiplayer online role‐playing games: A review of the literature (2011)A Measurement Framework for Evaluating Emulators for Digital Preservation (2012)Between quandary and squander: an analysis of preservation practices of vernacular literature at university libraries (2022)The Right to Teach in a Hyper-Digital Age: Legal Protections for (Post-)Pandemic Concerns (2021)Intermediary liability and trade in follow-on innovation (2023)Judicial Uses of Images (2023)Methods and Recommendations for Archival Records of Game Development: The Case of Academic Games. (2015)Preliminary Analysis of a Large-Scale Digital Entertainment Development Archive: A Case Study of the Entertainment Technology Center’s Projects (2019)
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References

  • 2010Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games78 cited
  • 2010Playing Games With Cultural Heritage: A Comparative Case Study Analysis of the Current Status of Digital Game Preservation52 cited
  • 2006Orphan Works, Abandonware and the Missing Market for Copyrighted Goods34 cited
  • 2019An Empirical Study of Transformative Use in Copyright Law24 cited
  • 2008Collecting and preserving videogames and their related materials: A review of current practice, game‐related archives and research projects22 cited
  • 2010Packaging videogames for long-term preservation: Integrating FRBR and the OAIS reference model19 cited
  • 2014Video Game Preservation in the UK: A Survey of Records Management Practices17 cited
  • 2009Before It’s Too Late: Preserving Games across the Industry / Academia divide8 cited
  • 2014A Unified Approach to Preserving Cultural Software Objects and their Development Histories8 cited
  • 2010Copyright, Preservation, and Archives: An Interview with Eric Schwartz8 cited

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