建立电子游戏收藏:从The Strong的国际电子游戏史中心汲取的经验教训

IF 0.3 Q2 HISTORY International Public History Pub Date : 2021-06-01 DOI:10.1515/iph-2021-2019
Jon-Paul C. Dyson
{"title":"建立电子游戏收藏:从The Strong的国际电子游戏史中心汲取的经验教训","authors":"Jon-Paul C. Dyson","doi":"10.1515/iph-2021-2019","DOIUrl":null,"url":null,"abstract":"Abstract In 2006, The Strong National Museum of Play began an initiative to collect, preserve, and interpret the history of video games. That effort led to the founding of the International Center for the History of Electronic Games and World Video Game Hall of Fame. The museum’s collection today numbers more than 60,000 video game-related artifacts and hundreds of thousands of archival materials from key creators and companies in the industry. This article discusses the genesis of the museum’s efforts in its play mission, tracks the trajectories of The Strong’s video game initiatives over the years, and discusses some of the challenges faced by museums and other institutions working with video games.","PeriodicalId":52352,"journal":{"name":"International Public History","volume":"4 1","pages":"7 - 16"},"PeriodicalIF":0.3000,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Building a Video Game Collection: Lessons Learned from The Strong’s International Center for the History of Electronic Games\",\"authors\":\"Jon-Paul C. Dyson\",\"doi\":\"10.1515/iph-2021-2019\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract In 2006, The Strong National Museum of Play began an initiative to collect, preserve, and interpret the history of video games. That effort led to the founding of the International Center for the History of Electronic Games and World Video Game Hall of Fame. The museum’s collection today numbers more than 60,000 video game-related artifacts and hundreds of thousands of archival materials from key creators and companies in the industry. This article discusses the genesis of the museum’s efforts in its play mission, tracks the trajectories of The Strong’s video game initiatives over the years, and discusses some of the challenges faced by museums and other institutions working with video games.\",\"PeriodicalId\":52352,\"journal\":{\"name\":\"International Public History\",\"volume\":\"4 1\",\"pages\":\"7 - 16\"},\"PeriodicalIF\":0.3000,\"publicationDate\":\"2021-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Public History\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1515/iph-2021-2019\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"HISTORY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Public History","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1515/iph-2021-2019","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"HISTORY","Score":null,"Total":0}
引用次数: 1

摘要

摘要2006年,强大的国家游戏博物馆开始了一项收集、保存和解释电子游戏历史的倡议。这一努力促成了国际电子游戏史中心和世界电子游戏名人堂的成立。博物馆目前收藏了6万多件与电子游戏相关的文物,以及来自该行业主要创作者和公司的数十万份档案材料。本文讨论了博物馆在游戏任务中所做努力的起源,追踪了the Strong多年来电子游戏计划的发展轨迹,并讨论了博物馆和其他从事电子游戏的机构所面临的一些挑战。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Building a Video Game Collection: Lessons Learned from The Strong’s International Center for the History of Electronic Games
Abstract In 2006, The Strong National Museum of Play began an initiative to collect, preserve, and interpret the history of video games. That effort led to the founding of the International Center for the History of Electronic Games and World Video Game Hall of Fame. The museum’s collection today numbers more than 60,000 video game-related artifacts and hundreds of thousands of archival materials from key creators and companies in the industry. This article discusses the genesis of the museum’s efforts in its play mission, tracks the trajectories of The Strong’s video game initiatives over the years, and discusses some of the challenges faced by museums and other institutions working with video games.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
International Public History
International Public History Arts and Humanities-History
CiteScore
0.40
自引率
0.00%
发文量
12
期刊最新文献
Joanna Wojdon, Dorota Wiśniewska, ed., Public in Public History Partnerships with Public Institutions: Reflecting on Applied History and Social Justice Principles Public History in Digital Spaces: Public Interpretations of the Transatlantic Slave Trade and Its Implications for History Teaching Memoryscapes: The Evolution of Sri Lanka’s Aragala Bhoomiya as a People’s Space of Protest Public History and Wellbeing: A Comparative Analysis of the Impact of Digital and In-Person Engagement on Visitors’ Subjective Wellbeing at Elizabeth Gaskell’s House, UK
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1