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Game Preservation, Abandonware, and Digital Ephemerality
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<div style="background-color: #4B0082; color: #FFFFFF; padding: 20px; border-radius: 8px; margin-bottom: 15px;"> {{BloomIntro}} Game Preservation, Video Game History, and Digital Cultural Heritage is the study of the challenge of preserving interactive media for future generations β technically, legally, and culturally. Video games are the defining art form of the late 20th and early 21st centuries, yet they face unique preservation challenges: obsolete hardware, proprietary formats, DRM, online-only architectures, and legal frameworks that impede archival access. </div> __TOC__ <div style="background-color: #000080; color: #FFFFFF; padding: 20px; border-radius: 8px; margin-bottom: 15px;"> == <span style="color: #FFFFFF;">Remembering</span> == * '''Software Preservation''' β The practice of maintaining access to software over time as hardware and operating systems become obsolete. * '''Emulation''' β Software that mimics the behavior of obsolete hardware β the primary technical tool for game preservation. * '''ROM''' β Read-Only Memory image: a digital copy of game cartridge data β legally contentious but practically essential for preservation. * '''The Digital Dark Age''' β The risk that digital cultural artifacts will be unreadable in the future due to format obsolescence, hardware decay, and DRM. * '''DRM (Digital Rights Management)''' β Technical measures preventing copying and modification β often the primary obstacle to preservation and archival access. * '''The Video Game Canon''' β Efforts to identify historically significant games deserving preservation β the Library of Congress has named 25 games to its permanent collection. * '''Online-Only Games''' β Games requiring server infrastructure to play β when servers shut down, these games cease to exist entirely (SimCity 2013, Marvel Heroes). * '''The DMCA Section 108''' β US copyright exemption allowing libraries and archives to preserve works β with game-specific limitations that preservation advocates contest. * '''Internet Archive''' β The primary public institution preserving digital software β providing in-browser emulation of thousands of historical games. * '''Abandonware''' β Software no longer commercially available and whose copyright holders no longer enforce rights β a legal grey zone central to game preservation. </div> <div style="background-color: #006400; color: #FFFFFF; padding: 20px; border-radius: 8px; margin-bottom: 15px;"> == <span style="color: #FFFFFF;">Understanding</span> == Game preservation is understood through '''obsolescence''' and '''access'''. '''The Scale of Loss''': A 2023 Video Game History Foundation study found that 87% of classic video games are out of print and essentially inaccessible through legitimate channels. The majority of gaming history is legally unavailable, technically inaccessible, or both. Unlike film (where nitrate decomposition created a preservation crisis that galvanized archivists and governments) or music (which has largely solved preservation through digital distribution), games exist in a legal and technical twilight where preservation is criminalized even as the works deteriorate. '''Emulation as Cultural Necessity''': The game preservation community's primary tool β emulation β occupies a legally ambiguous space. The Supreme Court has held that emulation itself is legal (Sony v. Connectix, 2000), but creating ROM images from cartridges and distributing them may infringe copyright. This legal uncertainty has chilled institutional preservation efforts. The Video Game History Foundation and similar organizations are actively lobbying for copyright reform that treats games as cultural heritage deserving the same archival access as books and films. </div> <div style="background-color: #8B0000; color: #FFFFFF; padding: 20px; border-radius: 8px; margin-bottom: 15px;"> == <span style="color: #FFFFFF;">Applying</span> == <syntaxhighlight lang="python"> def assess_preservation_risk(drm_level, requires_server): if drm_level == "high" or requires_server: return "Critical Risk: Software will eventually become unplayable." return "Low Risk: Capable of local archival." print(assess_preservation_risk("high", True)) </syntaxhighlight> </div> <div style="background-color: #8B4500; color: #FFFFFF; padding: 20px; border-radius: 8px; margin-bottom: 15px;"> == <span style="color: #FFFFFF;">Analyzing</span> == * '''The Threat of Always-Online''': The shift toward "games as a service" and server-side authentication means modern games cannot be preserved simply by copying code; when the publisher shuts down the server, the cultural artifact is permanently destroyed. * '''Copyright vs. Archival''': Game preservation efforts frequently clash with aggressive corporate copyright enforcement, highlighting the legal tension between a company's right to control its IP and society's need to preserve its digital heritage. </div> <div style="background-color: #483D8B; color: #FFFFFF; padding: 20px; border-radius: 8px; margin-bottom: 15px;"> == <span style="color: #FFFFFF;">Evaluating</span> == # Should video games receive the same copyright exceptions as books in libraries β and what would this require of the DMCA? # How should the industry handle online-only games β should developers be required to release source code when servers shut down? # Is emulation morally equivalent to software piracy β or is it a legitimate preservation and access tool? </div> <div style="background-color: #2F4F4F; color: #FFFFFF; padding: 20px; border-radius: 8px; margin-bottom: 15px;"> == <span style="color: #FFFFFF;">Creating</span> == # A global video game preservation treaty β standardizing archival rights and obligations across jurisdictions. # An industry-funded "game heritage" fund supporting preservation of culturally significant titles. # An open emulation standard making preservation-quality emulators legally available to libraries worldwide. [[Category:Arts]][[Category:Technology]][[Category:History]][[Category:Law]][[Category:Culture]] </div>
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