Buch, Englisch, 218 Seiten, Format (B × H): 148 mm x 210 mm
Buch, Englisch, 218 Seiten, Format (B × H): 148 mm x 210 mm
Reihe: Perspektiven der Game Studies
ISBN: 978-3-032-25217-3
Verlag: Springer-Verlag GmbH
Games have developed into an important form of cultural expression that needs to be appropriately archived and examined in relation to established cultural forms. They are part of various cultural institutions that collect cultural artifacts. The selection of computer games varies not only according to the profile of the institution, but also in terms of format, accompanying material, and, in particular, the consoles used. For purely pragmatic reasons, cultural institutions that collect define specific criteria for the cultural assets to be collected. How can these criteria be defined for a game collection in order to achieve a documentation of game history that is as comprehensive, diverse, and varied as possible? Can the canon debates from literary or film studies and the associated practices, such as retrospectives in cultural centers and film museums, be transferred to game studies? What are the milestones of game culture? What approaches arise in comparison to other media and their archiving practices? What is archived in a game collection beyond the code or the game board? What is interesting in terms of game mechanics, technology, or narrative? What dependencies arise in the relationship between software and hardware? Can game history be written nationally? What does a pluralistic and grassroots history of games look like?
Zielgruppe
Research
Fachgebiete
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Medienwissenschaften
- Wirtschaftswissenschaften Wirtschaftssektoren & Branchen Medien-, Informations und Kommunikationswirtschaft
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Populärkultur
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Kommunikationswissenschaften Digitale Medien, Internet, Telekommunikation
Weitere Infos & Material
Chapter 1. Game History and Game Canon.- Part I: Canon as Reflection and Critique .- Chapter 2. On the Canon: A Realist and Objectivist Account.- Chapter 3. Canonizing the Uncanonizable: Dynamic, Demotic, and Performative Approaches to Preserving Digital-born Literature.- Chapter 4. Beyond the Canon – On Other Means and Methods of Collecting Material for Games History.- Part II: Games as Historical Self-Reflection.- Chapter 5. Metareferential Video Games and/as Game History.- Chapter 6. What Was Producing and Publishing Games Like in the 1980s and 1990s? LINEL — a Swiss Game Publisher.- Chapter 7. Remembering, Reframing, and Reselling the Virtual Boy: From Commercial Failure to Nintendo Classic.- Chapter 8. Video Game Top Tens as Sources for Canon Research – The Ephemeral Fame of the “Calippo Fresser”.- Part III: Institutions, Practices, and Methods of Game Historiography .- Chapter 9. Computational Game Studies.- Chapter 10. Collecting, Selecting, Rejecting: The Deutsches Spielearchiv Nürnberg as a Research and Documentation Centre.- Chapter 11. Manual Save Required: The Performance of Preserving Digital Games.- Part IV: Canon in Practice: Education and Accessibility.- Chapter 12. Beyond Books: An Educational Canon of Video Games for Schools.- Chapter 13. The “Godfather of Accessible Video Game Hardware”: The Pioneering Work of Ken Yankelevitz in the History of Accessible Video Game Controllers.




