[game_preservation] Ian Bogost on the 'thingness' of games

Henry Lowood lowood at stanford.edu
Sun Sep 6 21:53:24 EDT 2009


Devin,

that's what we are doing. In fact, I'm working on the manifest this
weekend. It is not final, as the project still has some months to run,
but I will try to remember to share it with this group, probably around
the middle of next week.

Henry

Devin Monnens wrote:

> Ian Bogost recently gave a keynote in DiGRA on videogames and

> ontology. In it, he argues that videogames may be defined as a

> multitude of things, from code to plastics to experiences to cultural

> phenomena.

>

> http://www.bogost.com/writing/videogames_are_a_mess.shtml

>

> I believe this brings up an interesting question that we've

> encountered a few times in our discussions: what is it that we are

> preserving?

>

> Is this question made any easier to answer once we consider videogames

> as a multiplicity of objects? Obviously, not all of these elements are

> preservable. Maybe we don't want to preserve some of these elements

> anyway. Or maybe this gives us many things we would like to preserve

> but are unable to preserve them all.

>

> Can we apply this to a case study, such as the preservation of Doom,

> by breaking Doom into a multiplicity of objects?

>

> --

> Devin Monnens

> www.deserthat.com <http://www.deserthat.com>

>

> The sleep of Reason produces monsters.

> ------------------------------------------------------------------------

>

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--
Henry Lowood
Curator for History of Science & Technology Collections;
Film & Media Collections
HRG, Green Library
557 Escondido Mall, Stanford University Libraries
Stanford CA 94305-6004 USA
http://www.stanford.edu/~lowood
lowood at stanford.edu; 650-723-4602

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