[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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