[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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