Advances In Information Science Videogame Preservation and Massively Multiplayer Online Role-Playing Games: A Review of the Literature
Megan A. Winget School of Information, University of Texas at Austin, 1616 Guadalupe Street, Austin, TX 78712–0390. E-mail: megan@ischool.utexas.edu
Videogames are important cultural and economic artifacts. They also present challenges that anticipate the problems inherent in any complex digital interactive system. Not only are they digital and hence very difficult to preserve but they also are software systems that have significant hardware, peripheral, and network dependencies, which are difficult to collect and formally represent. This article reviews the literature related to videogame preservation. In addition to covering the traditional technology-related issues inherent in all digital preservation endeavors, this review also attempts to describe the complexities and relationships between the traditional acts of technology preservation, representation, and collection development. Future work should include the identification of important user groups, an examination of games’ context of use, and the development of representational models to describe interaction of players with the game and the interactions between players playing the game.
Introduction Although videogames have their history in youth culture, they are gaining respectability within the academic community. The last decade has seen an upswing in funding for scholarly projects focused on the preservation of videogames and other new media material: The Library of Congress funded a large preservation project through the National Digital Information Infrastructure Project (NDIIP) program (2007–2010) (McDonough et al., 2010b). The Institute of Museum and Library Services (IMLS) also has funded preliminary research (2007–2010) into videogame production and the creative process (Winget, 2008). Received October 20, 2010; revised January 10, 2011; accepted February 18, 2011 © 2011 ASIS&T • Published online 11 April 2011 in Wiley Online Library (wileyonlinelibrary.com). DOI: 10.1002/asi.21530
Videogames are a vibrant and important part of our culture and economy. Since the launch of the current generation of console games (Playstation 3, Xbox 360, and the Wii), global software sales have increased by more than 50%, from $30.3 billion in 2006 to $46.5 billion in 2009 (Wu, 2010). To put this number in perspective, the best selling game of 2007, Halo 3 (Bungie Studios, 2007), generated more revenue in its firstday sales ($170 million) than did Spiderman 3, which had the largest ever opening weekend for a movie; it also surpassed the first-day sales of Harry Potter and the Deathly Hallows (Grabstats, 2008). Grand Theft Auto IV ’s (Rockstar North, 2008) first-day sales of $310 million in 2008 eventually broke that record, followed by Call of Duty: Modern Warfare 2’s (Infinity Ward, 2009) $410 million launch in 2009 (Reisinger, 2010). The game industry also plays an important part in the U.S. economy. In 2006, the entertainment software industry added $3.8 billion to the U.S. Gross Domestic Product, and employs more than 80,000 people in 31 states (Grabstats, 2008). Games are not only important from an economic standpoint but they also are becoming increasingly pervasive in our society. Sixty-five percent of American households own console or computer games, and their market is no longer primarily for teenage boys. The average game player is 35 years old, and 40% of players are women. In fact, women over the age of 18 represent a larger portion of the game-playing population (33%) than boys aged 17 or younger (18%) (Grabstats, 2008). In addition to their economic and social importance, games are attracting the attention of the scholarly and academic communities. Game studies is an interdisciplinary field that includes researchers and academics from many fields including computer science and engineering, communication and media studies, arts and humanities, and the social sciences. These scholars are primarily concerned with examination of games, game players, and the role games play in society.
JOURNAL OF THE AMERICAN SOCIETY FOR INFORMATION SCIENCE AND TECHNOLOGY, 62(10):1869–1883, 2011