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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

On Preserving Games and Perseverance for the Future: A Developer Perspective

Gonzalez, Stephen 05 1900 (has links)
Using ethnographic research methods, I worked with the International Game Developers Association (IGDA) to conduct an exploratory study about developer perspectives on video game preservation. I conducted in-depth interviews with independent developers in the Dallas-Fort Worth region, a hub for Texas game development. These interviews explored developers' knowledge and awareness of game preservation as a topic of concern, archival culture and practices in the industry, and the IGDA's potential role in addressing issues related to preservation work. This research contributes to a growing body of literature on game preservation, urgently needed as many gaming technologies face obsolescence in the near future. I use Ellen Cushman's concept of "perseverance" to examine the difference between simply preserving video games for the future, and the perseverance of game development as a professional trade and artistic craft.
2

Video Game Preservation and Emulation from Three Perspectives: Developers, Archivists and Gamers

Johansson, Camilla January 2023 (has links)
This paper presents a comprehensive research study that investigates the perspectives of video game preservation from three distinct target groups consisting of game developers, game museums, and video game enthusiasts. Each target group expressed their thoughts and opinions regarding game preservation efforts and the use of emulation as a preservation method. Through a mixed-method approach, including questionnaires and semi-structured interviews, the study collected both quantitative and qualitative data from 148 respondents. By examining the responses, different challenges, obstacles, and possible improvements were identified for each target group. The findings of this study revealed several common themes among the participants. The importance of collaboration and communication between all three target groups can help improve current video game preservation efforts.
3

Exit game? Any unsaved progress will be lost : En praktikteoretisk analys av relationen mellan svenska spelföretag och ABM-institutioner / Exit game? Any unsaved progress will be lost : A practice theory analysis of the relationship between Swedish game companies and ALM-institutions.

Risheim, Lina, Smedsaas, Klara January 2017 (has links)
This thesis analyzes the relationship between Swedish video game companies and the institutions for Archive, Libraries and Museums (ALM). The aim is to further the discussion regarding preservation of digital games. The thesis is based on semi-structured interviews with four video game companies and three institutions; an archive, a library and a museum. The theoretical foundation resides within practice theory, with the assumption that a practice is a combination of what people do and what they say. By analyzing what video game companies say they do the authors ascertain which methods of preservation is currently. The analysis is a cross-examination of the seven interviews with the result indicating that while video game companies are interested in the preservation of digital games they do not participate actively in the discussion on the best method of doing so. Communica- tion between video game companies and ALM institutions has room for improvement, as it is virtually non- existent. Furthermore, the findings indicate different motivations for preserving games and it is unclear which perspective the preservation should have; a technical perspective, cultural perspective or for the company’s bene- fit. In conclusion the current situation is that ALM institutions preserve games with a cultural and/or a technical perspective while game companies preserve their games for the company’s benefit.

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