[game_preservation] game_preservation Digest, Vol 97, Issue 2

Alexander Duryee alexanderduryee at gmail.com
Mon Oct 7 09:47:27 EDT 2013


Certainly!

An access model is, broadly speaking, how a library/archive provides access
to materials to users. The typical model is a user finding interesting
manuscripts in an index and requesting that box/folder from an archive, who
then pulls it from closed stacks and presents it to the user.

Given the nature of game collections, which have a wide variety of possible
use cases (play, file/ROM analysis, installing mods, etc), and the
necessity for rather specific hardware (or emulated) environments, I'm
curious how various organizations are handling this problem, or what their
plans are for when someone requests Quake.

--Alex


On Fri, Oct 4, 2013 at 1:03 PM, Scott Sheppard <wiweeyum at gmail.com> wrote:


> Could you define "access models" for me? I'm not familiar...

>

>

> On Fri, Oct 4, 2013 at 11:00 AM, <game_preservation-request at igda.org>wrote:

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>> 1. Access Models (Alexander Duryee)

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

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>> Message: 1

>> Date: Thu, 3 Oct 2013 17:09:40 -0400

>> From: Alexander Duryee <alexanderduryee at gmail.com>

>> Subject: [game_preservation] Access Models

>> To: game_preservation at igda.org

>> Message-ID:

>> <

>> CAJmEpbwf0wzKxvhbAmEZ7_jNstVQFEDohpLqrNUeD8+36k7JBA at mail.gmail.com>

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>>

>> During the Archiving Video Games* conference (many thanks to NYU MIAP for

>> the event!), Henry mentioned the lack of established access models for

>> game

>> archives. This is a growing problem for digital archives across

>> subjects/collections, and game archives in particular (esp. those

>> without/avoiding physical artifacts for play).

>>

>> Hence, I'm curious if there are any access models that organizations are

>> experimenting with, esp. those not using physical hardware. The concept

>> of

>> the 'virtual reading room' seems popular, although I've heard a number of

>> variations on it (laptops with canned emulation environments, for

>> example).

>>

>> --Alex

>>

>> *The event was recorded, although I don't know offhand when it'll be

>> online.

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>> End of game_preservation Digest, Vol 97, Issue 2

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>

>

>

> --

> -Scott

>

> "We build our games like a Japanese garden, where the design is perfect

> when you cannot remove anything else."

> -Jenova Chen

>

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