How Users Matter: The Co-Construction of Users and Technology (Inside Technology)
How Users Matter: The Co-Construction of Users and Technology (Inside Technology)
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Digital Culture
Computer Hobbyists and the Gaming Industry in Finland
IEEE Annals of the History of Computing
An Introduction to Game Studies
An Introduction to Game Studies
Subjective documentary: the Cat and the Coup
Proceedings of the International Conference on the Foundations of Digital Games
Best Before: Videogames, Supersession and Obsolescence
Best Before: Videogames, Supersession and Obsolescence
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Digital gaming and digital technologies have their own unique cultural history while at the same time, the cultural heritage of digital technology is emerging. Digital technology has been understood as merely an apparatus that can be utilized for transferring nondigital historical content to novel digital products. These products, including types such as multimedia shows, games, Web sites, and online course environments, are targeted at juvenile audiences, who are typically considered to be the primary users of such new media forms. For decades, the changes and new continuities in both mediated content and the technology of mediation were mostly hidden in the shadow of educational goal-attainment. This article draws inspiration from ideas on media archaeology and the cultures of history. In this article we suggest an approach of internal and external cultural heritage of games cultures. We introduce a four-fold table regarding the relationship between cultural heritage (or history) and digital technology. The four-fold table consists of the dimension of a researcher's comprehensive/applied goal-attainment and the dimension of the internality/externality of history and cultural heritage in regard to the digital game cultural context. Within these cultures, there are several alternative ways of discussing the relationship between history, cultural heritage, and digital technology, separate from the traditional edutainment perspective. The dimensions are illustrated with practical examples, including a typologization of historiographical computer games, retrogaming, and educational workshops on game classics.