I'll have a little appearance at this online workshop at around 12:30 CEST here https://www.dla-marbach.de/kalender/detail/517
"Collecting, archiving, and making the digital medium of the computer game accessible to research are tasks that present GLAM institutions with numerous challenges that must be solved as homogeneously as possible, but nevertheless with consideration for the individual demands and capacities of the different institutions. […]"
@email@example.com The first session was about different institution's missions, why they are collection games, and what services they want to make available to patrons, researchers, and communities. The Finnish Game Museum seems to have the most grounded, well-rounded concept here!
Something that puzzles me is that there is little collaboration on the infrastructure level and most folks seem to think that everyone making their own collection from scratch tailored to their specific needs is sustainable.
@firstname.lastname@example.org There is a great under-estimation of the complexities of institutional software collection I think. Apart from the Finnish Games Museum, the archives currently being built will have some big realizations coming their way I believe…
@email@example.com Like thinking that buying a game + the hardware will keep the game accessible long-term… what was the last time these folks played a game?
@firstname.lastname@example.org The strategy of the German Literature Archive to use Steam for giving patrons access to games first threw me off (it is obviously neither archiving nor preservation), but on the other hand, if your mandate is to collect games, you can either do a 3 year research project before anybody actually plays a single game, or start providing access from the get go and do the required research in parallel.
@email@example.com My sense is that they'll need to stay on the lookout to not internalize too much how Steam or any other particular platform works… you already see how many digital collections are modeled around certain commercial offerings and what these present as "objects" or "service." Sometimes it is good to draw inspiration from that direction, but sometimes it is also a bad fit for long-term access, or just for the mission memory institutions have to fulfill with limited resources.
We are an instance for discussions around cultural freedom, experimental, new media art, net and computational culture, and things like that.