[games_access] Video Game Preservation

d. michelle hinn hinn at uiuc.edu
Fri Aug 10 16:11:13 EDT 2007


I just asked about the website yesterday -- I'll let everyone know as
soon as I know more. :)

Michelle


>Cheers, Richard. I'll take a look at those games asap.

>

>Very small update on the IGDA GASIG web-site/wiki here regarding

>historical stuff:

><http://www.igda.org/wiki/GASIG_Timeline>http://www.igda.org/wiki/GASIG_Timeline

>

>Any ideas when the new web-site is coming, Michelle? It would be

>great to have a joint blog that all can access.

>

>Barrie

><http://www.OneSwitch.org.uk>www.OneSwitch.org.uk

>

>

>----- Original Message -----

>From: <mailto:richard at audiogames.net>AudioGames.net

>To: <mailto:games_access at igda.org>IGDA Games Accessibility SIG Mailing List

>Sent: Friday, August 10, 2007 11:06 AM

>Subject: Re: [games_access] Video Game Preservation

>

>Hi,

>

>Good initiative, Barry! I have the same problem with locating some

>very early audio games.

>

>By the way, I just came across this game:

><http://skinflake.com/games/pogosticker>http://skinflake.com/games/pogosticker (Pogosticker).

>I think it might be quite accessible for headtrackers. In their

>prototype section, there's a game called Racing Pitch

>(<http://skinflake.com/games/prototypes>http://skinflake.com/games/prototypes)

>which can be solely played using a microphone (although the menu

>still needs mouseclicks). Pretty fun, you need to basically adjust

>the pitch of whatever sound you make (although racing-car-imitations

>works quite well for me I found ;) to make the car drive. So very

>accessible for anyone who can make sound at different pitches.

>

>Greets,

>

>Richard

>

>

>----- Original Message -----

>From: <mailto:barrie.ellis at oneswitch.org.uk>Barrie Ellis

>To: <mailto:games_access at igda.org>IGDA Games Accessibility SIG Mailing List

>Sent: Friday, August 10, 2007 11:32 AM

>Subject: [games_access] Video Game Preservation

>

>Relating to the Historical Committee post that I've recently taken

>up - I think the "preservation of digital games" is quite important

>work seeing how quickly some games are vanishing from a playable

>state.

>

>I'm working on some Emulation pages for one-switch games, and how to

>make games generally more accessible for many gamers (i.e. cheats -

>speed controls - graphical adjustments - using various controllers).

>I've turned up some fairly accessible old relics so far - "Air

>Attack" from 1979 on the Commodore Pet being the first home-computer

>one-switch game to my knowledge (although I still can't find a

>working file for this) - "Canyon Bomber" from 1978 on the Atari VCS

>- and even some games with graphics tweaked for sight-impaired

>gamers dated 1983 for BBC Micros. I've got the permission to upload

>some of these so will let people know when they're up (at my speed -

>not any time soon). If anyone has any more info on the history of

>accessible gaming I'd be very appreciative - and will eventually

>have it all up on-line. I'm especially after info about Brilliant

>Computing's 1988 "Arcade Adventures" and 1990 "Arcade Challenge for

>the BBC Micro in any form.

>

>Here's a couple of links in the meanwhile:

>

><http://www.igda.org/wiki/GASIG_Projects>http://www.igda.org/wiki/GASIG_Projects

><http://www.oneswitch.org.uk/2/pioneers.htm>http://www.oneswitch.org.uk/2/pioneers.htm -

>with update for the most inaccessible game ever.

>

>Barrie

><http://www.OneSwitch.org.uk>www.OneSwitch.org.uk

>

>

>----- Original Message -----

>From: <mailto:richard at audiogames.net>AudioGames.net

>To: <mailto:games_access at igda.org>IGDA Games Accessibility SIG Mailing List

>Sent: Tuesday, August 07, 2007 9:38 AM

>Subject: Re: [games_access] NSF grant for the development of

>anaccessibleclient for secondlife

>

>By the way, just got this in:

>

>

>August 06, 2007

>

>Library of Congress announces grants for preservation of digital games

>

>Posted by Henry Lowood, category preservation

>

>The U.S. Library of Congress has

><http://www.loc.gov/today/pr/2007/07-156.html>announced the

>recipients of a group of major grants in the new digital

>preservation program called Preserving Creative America (PCA). This

>program reprsents a new phase of the

><http://www.digitalpreservation.gov/>National Digital Information

>Infrastructure and Preservation Program (NDIIPP).

>

>The best news, for How They Got Game, is that we are part of this

>project. We will be participating as one of four primary partners in

>the "Preserving Virtual Worlds" project, led by the University of

>Illinois. Project teams are at U. Illinois, the University of

>Maryland, Rochester Inst. of Technology, and our group in the

>Stanford Humanities Laboratory, in close collaboration with the

>Stanford University Libraries & Academic Information Resources.

>"Preserving Virtual Worlds" will address three forms of game-related

>interactive media: early digital games (see the Digital Game Canon

>project for a list of likely candidates), electronic literature, and

>virtual worlds (<http://secondlife.com/>Second Life).

>

>So, what are we going to do?

>

>A number of partners, from Linden Lab to e-fiction writers, will

>join the university partners to develop generalizable mechanisms and

>methods for preserving digital games and interactive fiction,

>working with several test cases from early game and electronic

>literature collections and sample projects in Second Life.

>

>Major activities will include:

>

>1. assessing the different types of preservation problems posed

>by representative test cases Includes

>developing a beginning framework for characterizing game and

>interactive fiction by preservation problem

>assessing methods and potential sources for preserving complex

>interactive user-behavior

>2. developing basic standards for metadata and content

>representation, e.g.,

>determining what types of information should be preserved to support

>future use of these content types, including emulation and migration

>and supporting existing preservation policies

>developing recommendations for the use of existing wrapper formats

>3. investigating real-world archiving issues by ingesting

>several representative test cases into institutional repositories,

>including

>implementation and testing of new metadata schema

>further assessment of preservation problems posed by different content types

>

>The main goal of the project is to help develop generalizable

>mechanisms and methods for preserving digital games and interactive

>fiction, and to begin to test these mechanism through the archiving

>of selected test cases. Key deliverables include the development of

>metadata schema and wrapper recommendations, and the long-term

>curation of archived cases.

>

>Much of the Second Life work will be conducted at Stanford, and we

>also expect that the Cabrinety Collection in the Libraries will

>provide examples of game software that we will use for the

>preservation tests. Second Life content participants include Life to

>the Second Power, Democracy Island and the International Spaceflight

>Museum.

>

>We are eager to enlist more partners interested in working with us

>to solve the huge preservation problem faced by interactive media

>such as games and virtual worlds.

>

>Henry

>

>Henry Lowood, Ph.D.

>Curator for History of Science & Technology Collections

>Curator for Germanic Collections; Film & Media Collections

>HRG, Green Library, 557 Escondido Mall

>Stanford University Libraries

>Stanford CA 94305-6004

>650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood

>

>

>

>

>

>----- Original Message -----

>From: <mailto:eelke.folmer at gmail.com>Eelke Folmer

>To: <mailto:games_access at igda.org>IGDA Games Accessibility SIG Mailing List

>Sent: Tuesday, August 07, 2007 4:09 AM

>Subject: [games_access] NSF grant for the development of an

>accessibleclient for secondlife

>

>Hi folks,

>

>I just received a 90k SGER grant from NSF to explore developing a

>blind-accessible client for Secondlife. A proposal I have been

>working on for quite some time. This grant will allow me to hire

>some more grad students and help us get a better insight in what can

>make virtual communities/3d games more accessible to a variety of

>disabilities.

>

>

>I've been secretly working on an accessible client myself the last

>few months and I developed a prototype which can be controlled using

>voice (its mac only for now) and provides some minimum voice output.

>I will release a prototype within the next few weeks, and I'm hoping

>you some of you can provide me with feedback.

>

>The NSF program director that I contacted prior to submitting my

>proposal is very very nice and interested in games & accessibility.

>His feedback & support was very helpful in securing the grant, and I

>hope this proposal will open up opportunities for us all to submit

>grants to NSF in the future; helping people with disabilities play

>games & gain a better understanding of what exactly makes games

>accessible. I think there is still lots to be discovered.

>

>

>Cheers Eelke

>

>

>

>

>

>--

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

>Eelke Folmer Assistant Professor

>Department of CS&E/171

>University of Nevada Reno, Nevada 89557

>Game interaction design <http://www.helpyouplay.com>www.helpyouplay.com

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

>

>

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