Authenticity in Game Emulation: Obsolescence and Open Issues
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Archives First: Digital Preservation Further Investigations Into Digital
Archives First: digital preservation Further investigations into digital preservation for local authorities Viv Cothey * 2020 * Gloucestershire County Council ii Not caring about Archives because you have nothing to archive is no different from saying you don’t care about freedom of speech because you have nothing to say. Or that you don’t care about freedom of the press because you don’t like to read. (after Snowden, 2019, p 208) Disclaimer The views and opinions expressed in this report do not necessarily represent those of the institutions to which the author is affiliated. iii iv Executive summary This report is about an investigation into digital preservation by (English) local authorities which was commissioned by the Archives First consortium of eleven local authority record offices or similar memory organisations (Archives). The investigation is partly funded by The National Archives. Archival institutions are uniquely able to serve the public by providing current and future generations with access to authentic unique original records. In the case of local authority Archives these records will include documents related to significant decision making processes and events that bear on individuals and their communities. Archival practice, especially relating to provenance and purposeful preservation, is instrumental in supporting continuing public trust and essential to all of us being able to hold authority to account. The report explains how Archival practice differs from library practice where provenance and purposeful preservation are absent. The current investigation follows an earlier Archives First project in 2016-2017 that investigated local authority digital preservation preparedness. The 2016-2017 investigation revealed that local authority line of business systems in respect of children services, did not support the statutory requirement to retain digital records over the long- term (at least 100 years). -
Applying Library Values to Emerging Technology Decision-Making in the Age of Open Access, Maker Spaces, and the Ever-Changing Library
ACRL Publications in Librarianship No. 72 Applying Library Values to Emerging Technology Decision-Making in the Age of Open Access, Maker Spaces, and the Ever-Changing Library Editors Peter D. Fernandez and Kelly Tilton Association of College and Research Libraries A division of the American Library Association Chicago, Illinois 2018 The paper used in this publication meets the minimum requirements of Ameri- can National Standard for Information Sciences–Permanence of Paper for Print- ed Library Materials, ANSI Z39.48-1992. ∞ Cataloging-in-Publication data is on file with the Library of Congress. Copyright ©2018 by the Association of College and Research Libraries. All rights reserved except those which may be granted by Sections 107 and 108 of the Copyright Revision Act of 1976. Printed in the United States of America. 22 21 20 19 18 5 4 3 2 1 Contents Contents Introduction .......................................................................................................ix Peter Fernandez, Head, LRE Liaison Programs, University of Tennessee Libraries Kelly Tilton, Information Literacy Instruction Librarian, University of Tennessee Libraries Part I Contemplating Library Values Chapter 1. ..........................................................................................................1 The New Technocracy: Positioning Librarianship’s Core Values in Relationship to Technology Is a Much Taller Order Than We Think John Buschman, Dean of University Libraries, Seton Hall University Chapter 2. ........................................................................................................27 -
Video Game Preservation in the UK: a Survey of Records Management Practices
n Bachell, A., and Barr, M. (2014) Video game preservation in the UK: a survey of records management practices. International Journal of Digital Curation, 9 (2). pp. 139-170. ISSN 1746-8256 Copyright © 2014 The Authors http://eprints.gla.ac.uk/98882/ Deposited on: 31 October 2014 Enlighten – Research publications by members of the University of Glasgow http://eprints.gla.ac.uk IJDC | Peer-Reviewed Paper Video Game Preservation in the UK: Independent Games Developers’ Records Management Practices Alasdair Bachell Matthew Barr Perth and Kinross Council Archives HATII, University of Glasgow Abstract Video games are a cultural phenomenon; a medium like no other that has become one of the largest entertainment sectors in the world. While the UK boasts an enviable games development heritage, it risks losing a major part of its cultural output through an inability to preserve the games that are created by the country’s independent games developers. The issues go deeper than bit rot and other problems that affect all digital media; loss of context, copyright and legal issues, and the throwaway culture of the ‘next’ game all hinder the ability of fans and academics to preserve video games and make them accessible in the future. This study looked at the current attitudes towards preservation in the UK’s independent (‘indie’) video games industry by examining current record-keeping practices and analysing the views of games developers. The results show that there is an interest in preserving games, and possibly a desire to do so, but issues of piracy and cost prevent the industry from undertaking preservation work internally, and from allowing others to assume such responsibility. -
GVSU Libraries Digital Preservation Policy | 1
Version GVSU 1.0, November Libraries 15th, 2016 Digital Preservation Policy TABLE OF CONTENTS SECTION 1. PURPOSE ................................ .......................................................................................................... 2 SECTION 2. MANDATE ................................ ......................................................................................................... 2 SECTION 3. OBJECTIVES ................................ ..................................................................................................... 2 SECTION 4. SCOPE ................................ ................................................................................................................ 3 N COPE ATERIALS 4.1. I -‐S M ................................ ...................................................................................................................... 3 UT OF COPE ATERIALS 4.2. O -‐ -‐S M ................................ ............................................................................................................ 3 SECTION UPPORTED 5. DESIGNATED RESERVATION COMMUNITY EVELS ................................ ......................................................................... 4 4.3. S P L ................................ ............................................................................................. 3 ACULTY TAFF TUDENTS 5.1. GVSU F , S & S ................................ .......................................................................................... -
The Legality and Morality of Video Game Emulation (Research-In- Progress)
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by AIS Electronic Library (AISeL) Association for Information Systems AIS Electronic Library (AISeL) SAIS 2020 Proceedings Southern (SAIS) Fall 9-11-2020 The Legality and Morality of Video Game Emulation (Research-In- Progress) Mehruz Kamal State University of New York at Brockport, [email protected] Xavier Vogel State University of New York at Brockport, [email protected] Follow this and additional works at: https://aisel.aisnet.org/sais2020 Recommended Citation Kamal, Mehruz and Vogel, Xavier, "The Legality and Morality of Video Game Emulation (Research-In- Progress)" (2020). SAIS 2020 Proceedings. 14. https://aisel.aisnet.org/sais2020/14 This material is brought to you by the Southern (SAIS) at AIS Electronic Library (AISeL). It has been accepted for inclusion in SAIS 2020 Proceedings by an authorized administrator of AIS Electronic Library (AISeL). For more information, please contact [email protected]. Kamal & Vogel The Legality and Morality of Video Game Emulation THE LEGALITY AND MORALITY OF VIDEO GAME EMULATION Mehruz Kamal Xavier Vogel State University of New York at Brockport State University of New York at Brockport [email protected] [email protected] ABSTRACT The purpose of this paper is to examine the various factors surrounding video game emulation as well as the legal and moral implications of the technology. Firstly, the background and history of the technology is described and explored. Next, the laws surrounding emulation are examined, with it being shown that a great deal of people are not aware of how the law impacts the technology and the consequences of this. -
Evaluation and Strategies of Digital Preservation & UNESCO's Role In
2nd Annual Conference of the ICA, Girona, October 2014 UNESCO-PERSIST Evaluation and Strategies of Digital Preservation & UNESCO’s Role in Facing the Technical Challenges Margriet van Gorsel, Michiel Leenaars, Natasa Milic-Frayling, Jonas Palm Introduction PERSIST (Platform to Enhance the Sustainability of the Information Society Trans globally) is a collaborative project of UNESCO, IFLA, ICA and other partners to address globally pressing questions on the preservation of digital information in the public domain related to strategies, technology, selection issues, and roles and responsibilities. It works under the assumption that on these issues a high-level global policy discussion is needed between heritage institutions, IT-industry and government, and that UNESCO’s Memory of the World Program is a unique platform to conduct that discussion. The idea for PERSIST was born at the Conference The Memory of the World in the Digital Age: Digitization and Preservation in Vancouver (September 2012). The Declaration adopted by its participants states that there is a pressing need to establish a roadmap proposing solutions, agreements and policies, that ensure long term access and trustworthy preservation. This roadmap should address issues like open government, open data, open access and electronic government. It should dovetail with national and international priorities and be in full agreement with human rights. PERSIST was launched as a project at the Conference A Digital Roadmap for Long‐Term Access to Digital Heritage in The Hague in December 2013. In its initial stage the project is coordinated by the Netherlands National Commission for UNESCO and financed by the Netherlands Ministry for Education, Culture and Science. -
Digital Readiness Glossary
Digital Readiness Glossary Term Definition Source of definition (if known) The 3-2-1 rule informs digital preservation and storage strategies. Recollection Wisconsin Digital Projects Maintain three copies of your digital files on two different storage media Toolkit 3-2-1 Rule with at least one copy stored off site. See: Storage Diversification, Digital Storage AASLH stands for the American Association for State and Local History. AASLH (American Association for State AASLH and Local History) In archives, access refers to the ability to locate and retrieve archival Society of American Archivists (SAA) Access information for use within applicable restrictions. Dictionary of Archival Terms An access copy is a reproduction of a document created for use by Curating Community Digital Collections patrons. The access copy may be lower quality for easier delivery over (CCDC) Glossary Access Copy email or use online. The access copy allows the preservation copy to remain safe from unintended changes. See: Preservation Copy Digital accessibility is the ability of a website, mobile application or What is digital accessibility? electronic document to be easily navigated and understood by a wide Accessibility range of users, including those users who have visual, auditory, motor or cognitive disabilities. Administrative metadata is information needed to help manage the digital Curating Community Digital Collections Administrative Metadata object, such as copyright and preservation information. See: Metadata. Glossary Analog refers to information that exists in nondigital format such as Curating Community Digital Collections printed or manuscript text, audio tapes or films, photographs or other Glossary Analog graphics, or 3-D objects. Digitization is the conversion of analog information into digital information. -
Uncertainties of Digital Today's and Tomorrow's Igital Information And
Merit Research Journal of Education and Review Vol. 1(3) pp. 058-063, April, 2013 Available online http://www.meritresearchjournals.org/er/index.htm Copyright © 2013 Merit Research Journals Review Uncertainties of d igital information and preservation in today's and tomorrow’s generation: an idea Raghunadha T. Reddy 1, Dr. K. Kumar 1 and T. Sreenivasa Rao 2 1Librarian, SVCET, Chittoor-517127 2Assistant Librarian and Head, ANGRAU Regional Library. S.V. Agricultural College, Tirupati – 517 502 Accepted April 05, 2013 The digital information generated by organizations from domains such as government, cultural heritage, science and education, audio, video, films, health, insurance, banking, etc are part of our digital universe or each one is a digital universe in its own right . There is good understanding in the Library of preservation issues and of the constraints of preservation strategies, which are taken into a ccount in deciding what to take into the Library’s collections and how it should be managed. So this paper is brief discussion of an idea: uncertainties of digital information and preservation in today's and tomorrow's generation. Keywords: Digital Information, Preservation, Problems INTRODUCTION Preservation strategies in academic and research Requirements of India is conducted by Human Centered libraries are not new concepts. However, with an Design and Computing Group of C -DAC, Pune was increasing amoun t of digital content, organizations have entrusted with the responsibility to produce the national to cope with a new set of preservation issues. Digital study report on digital preservation requirements of India preservation is in its infancy worldwide and presents by Department of Information Technology, Government some difficult technological issues. -
Introduction to Digital Preservation: Why Preserve? How to Preserve?
Introduction to Digital Preservation: Why Preserve? How to Preserve? Dr. Ross King Austrian Institute of Technology Outline • Introduction: Digital Universe • Digital Preservation Challenges – Information Retrieval past and present – Bit-stream Preservation – Logical Preservation • Digital Preservation Incentives – Markets – Incentives – Risks • Conclusions Introduction The Digital Universe The Digital Universe • Estimated volume of • Estimated growth rate: ca. 60% digital information • → 700 Exabytes in 2009! worldwide in 2007: 281 Exabytes Digital Information Created, Captured, and Replicated Worldwide 2000 1000 k kilo 1800 1000 2 M mega 1600 1000 3 G giga 1400 1200 1000 4 T tera 1000 5 1000 P peta 800 Exabytes 1000 6 E exa 600 1000 7 Z zetta 400 200 1000 8 Y yotta 0 2005 2006 2007 2008 2009 2010 2011 2012 source: Year “The Diverse and Exploding Digital Universe” IDC White Paper, March 2008 http://www.emc.com/collateral/analyst-reports/diverse-exploding-digital-universe.pdf The Digital Universe • Information creation is beginning to exceed storage capacity • Much of this information is – transient – redundant The Digital Universe Issues: • What is worth preserving? • How to preserve? • How to preserve so much? • How to ensure quality? • How to create incentives to preserve? The Digital Universe Issues: • What is worth preserving? • How to preserve? • How to preserve so much? • How to ensure quality? • How to create incentives to preserve? Part 1 Digital Preservation Challenges Digital Preservation • standards, best-practices, and technologies -
Documenting Videogame Communities
Documenting Videogame Communities Skrifter utgivna av Inst. för ABM vid Uppsala universitet. Volume 7. Distribution: Department of ALM Uppsala University Box 625 751 26 Uppsala [email protected] Documenting Videogame Communities A Study of Community Production of Information in Social-Media Environments and its Implications for Videogame Preservation Olle Sköld Skrifter utgivna av Inst. för ABM vid Uppsala universitet. Volume 7. Dissertation presented at Uppsala University to be publicly examined in Humanistiska Teatern, Thunbergsvägen 3H, Uppsala, Friday, 2 March 2018 at 13:15 for the degree of Doctor of Philosophy. The examination will be conducted in English. Faculty examiner: Associate Professor Kiersten Latham (School of Information, Kent State University). Abstract Sköld, O. 2018. Documenting Videogame Communities. A Study of Community Production of Information in Social-Media Environments and its Implications for Videogame Preservation. Skrifter utgivna vid institutionen för ABM vid Uppsala universitet 7. 164 pp. Uppsala: Department of ALM. ISBN 978-91-506-2676-6. Drawing on the disciplines of library and information studies and archival studies, this study seeks to explore the production of information in online videogame communities and to elucidate how such insights can offer practical and conceptual support to the knotty issue of how to preserve those sociocultural aspects of videogames that exist 'beyond' the code and audiovisual data resources of the videogame itself. This is accomplished in two principal moves: (i) by delving into the current state of socioculturally-focused videogame preservation and; (ii) by inquiring into the production of information carried out by videogame communities in what arguably is one of their most important interfaces of interaction—discussion forums, wikis, and other social-media services. -
Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games
64 Keeping the Game Alive The International Journal of Digital Curation Issue 1, Volume 5 | 2010 Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games Mark Guttenbrunner, Christoph Becker, Andreas Rauber, Vienna University of Technology Abstract Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games. This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. -
The Current State of Software Preservation Nicole Contaxis, National Digital Stewardship Resident at the National Library of Medicine
Contaxis 1 The Current State of Software Preservation Nicole Contaxis, National Digital Stewardship Resident at the National Library of Medicine Executive Summary Software preservation is an important part of the stewardship of cultural, scientific and social history. This report outlines several ongoing projects and their preservation strategies. While many of these strategies include preserving software as an interactive digital object, strategies that simply document the software, like recording game play in online video games, are also included. The paper begins by outlining key tools and concepts as well as the over-arching obstacles to software preservation, including a lack of contemporaneous documentation, the wide variety of use cases for software, and copyright. Afterwards it discusses three categories of software preservation projects: software collections in libraries and archives, digital art conservation, and computational reproducibility. With in-depth discussions of the benefits and problems with many of these projects, the paper discusses how different strategies best serve different types of software, institutions, and budgets. Both technical and administrative strategies are considered. Projects addressed include the National Software Reference Library (NSRL), the Olive Archive, Emulation as a Service, the work at Rhizome, the Game Play Capture Project at the Strong Museum of Play, the Astrophysics Code Library (ACL), and others. Introduction Preserving software is a vital aspect of the stewardship of cultural, scientific, and social history. The 2015 National Agenda for Digital Stewardship calls for serious action in the realm of software preservation. It states, “[Software] is both the key to accessing and making sense of digital objects and an increasingly important historical artifact in its own right.”1 The document argues that preserving software is necessary for two reasons: (1) it is a cultural artifact worthy of historic study in its own right; and (2) it is a means to access data and content held in obsolete formats.