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The game canon is a list of video games to be considered for preservation by the Library of Congress. The New York Times called the creation of this list "an assertion that digital games have a cultural significance and a historical significance". [1] Game canon is modeled on the efforts of the National Film Preservation Board, which produces an annual list of films that are subsequently added to the National Film Registry, which is managed by the Library of Congress. The game canon committee comprises Henry Lowood, game designers Warren Spector and Steve Meretzky, Matteo Bittanti, and Joystiq journalist Christopher Grant.
The game canon project was started by Henry Lowood, curator of the History of Science and Technology Collections at Stanford University. He started to preserve video games and video-game artifacts in 1998, and in the years following, he has noted that video games are something worthy of preserving. [1] Henry Lowood submitted the proposal to the Library of Congress in September 2006, and during the 2007 Game Developers Conference, he announced the game canon.
In September 2012 the Library of Congress had already 3,000 games from many platforms and also around 1,500 strategy guides. [2]
The initial list consists of 10 video games that are each considered representing the beginning of a genre that is still vital in the video game industry. [3]
Machinima, originally machinema is the use of real-time computer graphics engines to create a cinematic production. Most often, video games are used to generate the computer animation. The word "machinima" is a portmanteau of the words machine and cinema.
A Corner in Wheat is a 1909 American short silent film which tells of a greedy tycoon who tries to corner the world market on wheat, destroying the lives of the people who can no longer afford to buy bread. It was directed by D. W. Griffith and adapted by Griffith and Frank E. Woods from a novel and a short story by Frank Norris, titled The Pit and A Deal in Wheat.
Sensible Soccer, often called Sensi, is an association football video game series which was highly popular in the early 1990s and which still retains a cult following. It was developed by Sensible Software and first released for Amiga and Atari ST computers in 1992 as well as for the PC. The series was created by Jon Hare and Chris Yates, as a successor to their previous football game MicroProse Soccer (1988), which in turn was inspired by the arcade video game Tehkan World Cup (1985).
In library and archival science, digital preservation is a formal endeavor to ensure that digital information of continuing value remains accessible and usable. It involves planning, resource allocation, and application of preservation methods and technologies, and it combines policies, strategies and actions to ensure access to reformatted and "born-digital" content, regardless of the challenges of media failure and technological change. The goal of digital preservation is the accurate rendering of authenticated content over time. The Association for Library Collections and Technical Services Preservation and Reformatting Section of the American Library Association, defined digital preservation as combination of "policies, strategies and actions that ensure access to digital content over time." According to the Harrod's Librarian Glossary, digital preservation is the method of keeping digital material alive so that they remain usable as technological advances render original hardware and software specification obsolete.
Cultural heritage is the heritage of tangible and intangible heritage assets of a group or society that is inherited from past generations. Not all heritages of past generations are "heritage"; rather, heritage is a product of selection by society.
The French Democracy is a short 2005 French political film made by Alex Chan using computer animation from Lionhead Studios' 2005 business simulation game The Movies. The plot centers on three Moroccan men who turn to rioting after facing different forms of discrimination. Chan, a French native of Chinese descent, created the film to convey his view that racism caused the riots of the 2005 civil unrest in France. Although Chan was restricted by shortcomings and technical limitations in The Movies, he finished the film after four days of production.
The National Recording Registry is a list of sound recordings that "are culturally, historically, or aesthetically significant, and/or inform or reflect life in the United States." The registry was established by the National Recording Preservation Act of 2000, which created the National Recording Preservation Board, whose members are appointed by the Librarian of Congress. The recordings preserved in the United States National Recording Registry form a registry of recordings selected yearly by the National Recording Preservation Board for preservation in the Library of Congress.
Diary of a Camper is an American short film released in October 1996 that was made using id Software's first-person shooter video game Quake. The film was created by the Rangers, a clan or group of video game players, and first released over the Internet as a non-interactive game demo file. The minute and a half-long video is commonly considered the first example of machinima—the art of using real-time, virtual 3D environments, often game engines, to create animated films. The story centers on five members of the Rangers clan fighting against a lone camper in a multiplayer deathmatch.
Spacewar! is a space combat video game developed in 1962 by Steve Russell in collaboration with Martin Graetz, Wayne Wiitanen, Bob Saunders, Steve Piner, and others. It was written for the newly installed DEC PDP-1 minicomputer at the Massachusetts Institute of Technology. After its initial creation, Spacewar! was expanded further by other students and employees of universities in the area, including Dan Edwards and Peter Samson. It was also spread to many of the few dozen installations of the PDP-1 computer, making Spacewar! the first known video game to be played at multiple computer installations.
Operation Bayshield is a short 1997 film made by Clan Undead, a group of video game players. The work was created by using the machinima technique of recording a demonstration file of player actions in id Software's 1996 first-person shooter video game Quake, which could replay such files on demand. The group had seen the first known machinima productions, made by United Ranger Films, and decided to make a comedy film. The result, Operation Bayshield, follows a task force's attempts to thwart terrorists who have chemical explosives. Released on January 23, 1997, the work received praise from contemporary Quake movie review sites and helped to attract others, including Hugh Hancock of Strange Company and members of the ILL Clan, to machinima. It pioneered technical advances in machinima, such as the use of custom digital assets and of lip synchronization.
The National Film and Sound Archive of Australia (NFSA), known as ScreenSound Australia from 1999 to 2004, is Australia's audiovisual archive, responsible for developing, preserving, maintaining, promoting and providing access to a national collection of film, television, sound, radio, video games, new media, and related documents and artefacts. The collection ranges from works created in the late nineteenth century when the recorded sound and film industries were in their infancy, to those made in the present day.
In library and archival science, preservation is a set of preventive conservation activities aimed at prolonging the life of a record, book, or object while making as few changes as possible. Preservation activities vary widely and may include monitoring the condition of items, maintaining the temperature and humidity in collection storage areas, writing a plan in case of emergencies, digitizing items, writing relevant metadata, and increasing accessibility. Preservation, in this definition, is practiced in a library or an archive by a librarian, archivist, or other professional when they perceive a record is in need of maintenance.
Halo: Contact Harvest is a military science fiction novel by Joseph Staten. Released in October 2007, it is the fifth novel based on the Halo video game franchise. Staten was a longtime employee of Bungie, the developer of the Halo video game series; he directed the cut scenes in the video games and is a major contributor to Halo's storyline. He set out to write a novel that appealed to gamers, as well as those who had never read a Halo novel.
Digital artifactual value, a preservation term, is the intrinsic value of a digital object, rather than the informational content of the object. Though standards are lacking, born-digital objects and digital representations of physical objects may have a value attributed to them as artifacts.
Abandonware is a product, typically software, ignored by its owner and manufacturer, and for which no official support is available.
The International Center for the History of Electronic Games (ICHEG) collects, studies, and interprets video games, other electronic games, and related materials and the ways in which electronic games are changing how people play, learn, and connect with each other, including across boundaries of culture and geography. Located at The Strong in Rochester, New York, United States, it houses one of the world's largest, most comprehensive collections of electronic game platforms, games, and related materials, with more than 37,000 items.
Crisis: Behind a Presidential Commitment is a 1963 direct cinema documentary film directed by Robert Drew. The film centers on the University of Alabama's "Stand in the Schoolhouse Door" integration crisis of June 1963. Drew and the other filmmakers, including D. A. Pennebaker and Richard Leacock, were given expanded access to key areas, including United States President John F. Kennedy's Oval Office and the homes of United States Attorney General Robert F. Kennedy and Governor George Wallace of Alabama. The film first aired on the American Broadcasting Company (ABC) as an installment of Close-Up! four months after the incident, on October 28, 1963. It was added to the National Film Registry of the Library of Congress on December 28, 2011.
Howard Besser is a scholar of digital preservation, digital libraries, and preservation of film and video. He is Professor of Cinema Studies and the founding director of the NYU Moving Image Archiving and Preservation Program ("MIAP"), a graduate program in the Tisch School. Besser also worked as a Senior Scientist at New York University's Digital Library Initiative. He conducted extensive research in image databases, multimedia operation, digital library, and social and cultural influence of the latest Information Technology. Besser is a prolific writer and speaker, and has consulted with many governments, educational institutions, and arts agencies on digital preservation matters. Besser researched libraries' new technology, archives, and museums. Besser has been actively contributing at the international level to build metadata and upgrade the quality of the cultural heritage community. He predominantly, focused on image and multimedia databases; digital library aspects ; cultural and societal impacts of information technology, and developing new teaching methods through technology such as web-based instructions and distance learning. Besser was closely involved in development of the Dublin Core and the Metadata Encoding and Transmission Standard (METS), international standards within librarianship.
How They Got Game is a project that aims to explore the historical and cultural impact of new media, through interactive simulation and video gaming. The involvement was through people researching many defined areas of computing, such as storytelling, strategy, simulation, sports, and shooters.
Video game preservation is a form of preservation applied to the video game industry that includes, but is not limited to, digital preservation. Such preservation efforts include archiving development source code and art assets, digital copies of video games, emulation of video game hardware, maintenance and preservation of specialized video game hardware such as arcade games and video game consoles, and digitization of print video game magazines and books prior to the Digital Revolution.