6 research outputs found

    Videogame Editions for Play and Study

    Get PDF
    We discuss four types of access to videogames that are analogous to the use of different sorts of editions in literary scholarship: (1) the use of hardware to play games on platforms compatible with the original ones, (2) emulation as a means of playing games on contemporary computers, (3) ports, which translate games across platforms, and (4) documentation, which can describe some aspects of games when they cannot be accessed and can supplement play. These different editions provide different information and perspectives and can be used in teaching and research in several ways

    Preserving Virtual Worlds Final Report

    Get PDF
    The Preserving Virtual Worlds project is a collaborative research venture of the Rochester Institute of Technology, Stanford University, the University of Maryland, the University of Illinois at Urbana-Champaign and Linden Lab, conducted as part of Preserving Creative America, an initiative of the National Digital Information Infrastructure and Preservation Program at the Library of Congress. The primary goals of our project have been to investigate issues surrounding the preservation of video games and interactive fiction through a series of case studies of games and literature from various periods in computing history, and to develop basic standards for metadata and content representation of these digital artifacts for long-term archival storage

    Following the instruments and users: the mutual shaping of digital sampling technologies

    Get PDF
    The socio-musical practice of sampling is closely associated with the re-use of pre-existing sound recordings and the technological processes of looping. These practices, based on appropriation and repetition, have been particularly common within the genres of hip-hop and Electronic Dance Music (EDM). Yet early digital sampling instruments such as the Fairlight Computer Musical Instrument (CMI) were not designed for these purposes. The technologists at Fairlight Instruments in Australia were primarily interested in the use of digital synthesis to imitate the sounds of acoustic instruments; sampling was a secondary concern. In the first half of the thesis, I follow digital sampling instruments like the Fairlight CMI and the E-mu Emulator by drawing on interviews with their designers and users to trace how they were used to sample the sounds of everyday life, loop sequenced patterns of sampled sounds, and sample extracts from pre-existing sound recordings. The second half of the thesis consists of case studies that follow the users of digital sampling technologies across a range of socio-musical worlds to examine the diversity of contemporary sampling practices. Using concepts from the field of Science and Technology Studies (STS), this thesis focuses on the ‘user-technology nexus’ and continues a shift in the writing of histories of technologies from a focus on the designers of technologies towards the contexts of use and ‘the co-construction’ or ‘mutual shaping’ of technologies and their users. As an example of the ‘interpretative flexibility’ of music technologies, digital sampling technologies were used in ways unimagined by their designers and sampling became synonymous with re-appropriation. My argument is that a history of digital sampling technologies needs to be a history of both the designers and the users of digital sampling technologies

    July 21, 2007 (Pages 3353-4040)

    Get PDF
    corecore