[-empyre-] Gamers as Technologists/Content Creators/Preservationists
Jerome McDonough
jmcdonou at illinois.edu
Tue Dec 14 10:59:55 EST 2010
Hello all,
By way of introduction, and as a means of bringing a somewhat
different slant on the topic of gaming subcultures into this
discussion, I thought I might talk a little about the work that
Stanford, RIT, U. Maryland and UIUC have been doing on the Preserving
Virtual Worlds (PVW) project and the relationship between the work
we're doing on game preservation and the larger social world of
gaming. I hope a you'll excuse a brief digression into contemporary
thinking on digital preservation en route.
PVW has been exploring how we might package computer games and
interactive fiction for long-term preservation (interpretations of
"long-term" vary, but these days, I tend to equate long-term with
'long enough for copyright to expire,' for corporate works typically
95 years). Our work has been built on top of the Open Archival
Information System Reference Model, a combined functional model and
data model for operating an archive developed within the space
sciences community. One of the key aspects of the OAIS data model is
that preserving digital information requires preserving more than just
the digital object you're concerned with; you also need to preserve
the information necessary to interpret those 1's and 0's as meaning
data, what it refers to as "representation information." If you're
going to preserve a PDF file, you need to preserve the PDF
specification. If you want to preserve a bunch of Java source code,
you need to preserve the relevant standard for textual encoding (e.g.,
Unicode) as well as the documentation for the Java language itself.
Another important aspect of the OAIS reference model is that
understanding an object in the future requires more than preserving
the object and its representation information. You need other,
contextualizing information that frames the object and enables people
in the future to understand its significance and relevance in the
larger scheme of things.
Digital games and interactive fiction are what we in the digital
preservation field call complex, compound objects. They involve large
numbers of different files of varying types, and may have a large
number of dependencies operating system libraries, unique and
specialized hardware, etc. They are also come in multiple
representations. The source code version of a game is a very
different entity from the binary executable for Windows which is a
different thing again from the OS X version, etc. In many ways,
digital games represent a worst-case scenario for a digital
preservationist.
As a digital preservationist, the larger gaming community is of great
interest because many of the activities they engage in as a result of
their enthusiasm for games result in the generation/capture/collection
of the exact information I would like to have as a preservationist.
Gaming enthusiasts, particularly in the retro-gaming community, have
invested large amounts of time and energy in collecting technical
specifications on hardware platforms, documenting proprietary file
formats (see the documentation that the Doom community has available
on WAD), and generally putting together a lot of the representation
information that I need to be able to render the contents of a game's
files interpretable in the future. They even produce open-source,
freely distributed emulators, which constitute another, unique form of
representation information regarding the operation of executable file
formats. In addition to gathering a great deal of valuable
representation information, gamers also generate a lot of
documentation regarding their own activities (e.g., speed runs,
machinima, etc.) and the culture of various games (e.g., WoWWiki and
Warcry for World of Warcraft, SLUniverse for Second Life, the Active
Worlds Historical Society pages for AlphaWorld), which provides vital
context information for games I might want to preserve. As part of
their gaming activities, gamers are appropriating technology to their
own purposes, generating significant amounts of new digital content
about games and their uses/culture, and in many cases also generating
new technologies (emulators, mods).
In short, gamers are already engaging in many activities that I need
to make sure are done as a digital preservationist. The only down
side is they tend to do put their materials on web sites that have the
typical web half-life of 6 months. One of the issues we have
discussed a great deal in our project is how the digital preservation
community and the gaming community(ies) might work collaboratively
together with the preservation community providing reliable
institutional support (and stable infrastructure) so that the
representation and context information generated by gamers in their
course of their own activities can contribute to the long-term
preservation of games. The Archiving Virtual Worlds subcollection
created by our project in collaboration with the Internet Archive (http://www.archive.org/details/virtual_worlds
) is an example of the sort of collaboration we'd like to see more of,
a preservation system that collects documentation of games,
documentation produced in the main by the gaming community itself.
There has been excellent discussion over past two weeks of gaming
cultures focused on use of games. I'd be interested in extending this
discussion to talk about gamers as a subculture of technology and
content creators, and not just consumers.
Jerome McDonough, Asst. Professor
Graduate School of Library & Information Science
University of Illinois, Urbana-Champaign
501 E. Daniel Street, Room 202
Champaign, IL 61820
(217) 244-5916
jmcdonou at uiuc.edu
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://mail.cofa.unsw.edu.au/pipermail/empyre/attachments/20101213/a1f68bb6/attachment.html>
More information about the empyre
mailing list