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15 Sep 2009

A Glance at the Current State of Video Game Preservation

By | 2016-08-08T17:41:17+00:00 Tue, Sep 15, 2009|Dialogue, Digital Dialogues|

A number of cultural institutions have begun to take an interest in videogame preservation--but before materials make it to the archives, they are managed by their creators. Understanding what the videogame industry itself is doing with the concept art, tools, and other records they create is an important step to ensure that these increasingly important

14 Oct 2008

The Videogame Text

By | 2017-02-05T21:25:15+00:00 Tue, Oct 14, 2008|Dialogue, Digital Dialogues|

The word 'text' in this title does double duty. First, it identifies the videogame itself as a text in the general sense: the object of study, the type of artifact which is here subjected to analysis. Second, the specific textual phenomenon which will be the focus of this presentation is, literally, videogame text—that is, the

15 Apr 2008

Rezzing Books: Codex Technology in the Metaverse

By | 2017-02-05T21:25:18+00:00 Tue, Apr 15, 2008|Dialogue, Digital Dialogues|

Since its official launch in 2003, Second Life, the popular 3D interactive world created by Linden Lab, has become an unlikely destination for librarians, bibliophiles, authors, readers, publishers, booksellers, and book artists. At the center of this nexus of users is the book itself, a virtual artifact that differs from its physical counterpart by being

2 Oct 2007

Simulating Liveness: From Virtual Vaudeville to Second Life

By | 2016-09-02T15:59:50+00:00 Tue, Oct 2, 2007|Dialogue, Digital Dialogues|

Manuscripts, paintings, sculptures, buildings and recordings can be preserved and archived for future generations. Live theatre, however, is ephemeral. This simple fact creates a tremendous challenge for theatre scholarship and pedagogy. In an effort to compensate for theatre’s evanescence, scholars and theatre artists have exploring a variety of techniques to simulate historical theatre events. The

14 Nov 2006

Playing with Worlds: Narrative, Fiction, and the Cultural Reception of Videogames

By | 2017-02-05T21:25:23+00:00 Tue, Nov 14, 2006|Dialogue, Digital Dialogues|

When even the most perceptive scholars based in traditional, typographic forms of literacy turn their attention to videogames, the results can be disconcerting. Two of the best in this line, Janet Murray and James P. Gee, both falter notably when they ask when, if, or how videogames can have cultural effects equivalent to literature. These