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Accepted Paper:
Paper short abstract:
Constructing memory in digital spaces requires selection and deployment of various tools and file formats. This paper examines a case study, drawn from video game fandom, where non-professional communities publish archival materials via Web using lossy digital formats to increase accessibility.
Paper long abstract:
Born-digital cultural objects are central to the construction of memory and identity in digital spaces, but access to these resources is limited by technical knowledge and resources. As a result, enthusiasts and self-appointed preservationists frequently use newer technological platforms in order to increase access to cultural resources in the form of lossy digital formats, prioritizing accessibility over fidelity.
The unreleased video game Sonic X-Treme, cancelled in 1997 and designed for the discontinued Sega Saturn home gaming console, is presented as a case study. Since its cancellation, enthusiasts and developers alike have preserved and published digital assets from the defunct project in a complex array of interrelated digital objects that rely on computing platforms including not only Sega’s Saturn, but also MS-DOS, Windows 95, and image standards including, DeluxePaint .ANM, and ZASoft Corporation’s .PCX. By surveying the living ecosystem of related objects online today, this paper shows enthusiast communities converting objects from production-oriented formats like .ANM and .PCX to web-friendly formats like .GIF and .JPG.
By presenting a formal analysis of the digital materials published within communities of video game enthusiasts, this paper shows the specific priorities at play in non-professional memory workers’ practices preserving born-digital cultural heritage. The paper concludes with a comparison across other examples, illustrating the prominence of similar practices.
Opening-up memory making: inquiries into memory modalities in digital media ecologies I
Session 1 Tuesday 22 June, 2021, -