Welcome to the VHS Bibliograpy – a collection of videogame preservation, exhibition and heritage materials.

This is a small selection from the plethora of research and reading to be discovered around videogames. The list includes videos, blog posts, articles, books and websites.

Contributions can be submitted through the forum.

Aravani, F., (2016). ‘Play’s the thing: keeping old games alive’. Museum of London [blog]. Available at: http://www.museumoflondon.org.uk/discover/plays-thing-keeping-old-games-alive

‘Critically Endangered Species: Categories’. Digital Preservation Coalition. Available at: 

Earle, L and McCree, N., (2020). ‘Sound of Play’. BBC: New Creatives. Available at: https://www.bbc.co.uk/programmes/p07zy1m9

GDC. (2016). ‘“It’s Just Emulation!” – The Challenge of Selling Old Games: Frank Cifaldi’. YouTube. 29 April. Available at: https://youtu.be/HLWY7fCXUwE 

GDC. (2019). ‘It’s Still Emulation: Saving Video Game History Before It’s Too Late: Frank Cifaldi’. YouTube. 11 April. Available at: https://youtu.be/dp-DRU24J18

Grabarczyk, P and Aarseth, E., (2019). ‘Port or Conversion? An Ontological Framework for Classifying Game Versions’. DiGRA: Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Ritsumeikan University, Kyoto: DiGRA. Available at: http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2019_paper_189.pdf

‘Learning Games Initiative Research Archive’. LIGRA. Available at: http://lgira.mesmernet.org/

McDonough, J et al. (2010). Preserving Virtual Worlds Final Report. Available at: http://hdl.handle.net/2142/17097

Monnens, D., (2009), ‘Losing Digital Game History: Bit by Bit’ and ‘Why are Games Worth Preserving?’. In H. Lowood (ed.) ‘Before It’s Too Late: A Digital Game Preservation White Paper’. American Journal of Play, 2 (2). pp. 139-166. Available at: http://www.journalofplay.org/sites/www.journalofplay.org/files/pdf-articles/2-2-special-featuredigital-game-preservation-white-paper.pdf

Newman, J., (2013). ‘Illegal Deposit: Game Preservation and/as Software Piracy’. Convergence: The International Journal of Research into New Media Technologies. 19 (1). pp. 45-61.

Newman, J., (2011). ‘(Not) Playing Games: Player-Produced Walkthroughs as Archival Documents of Digital Gameplay’. The International Journal of Digital Curation. 6 (2). pp. 109-127.

Newman, J., (2015). ‘Online Game Preservation’. In P.H. Ang and R. Mansell (eds.) The International Encyclopedia of Digital Communication and Society. New York: John Wiley and Sons.

Newman. J., (2019). ‘Saving (and Re-Saving) Videogames: Rethinking Emulation for Preservation, Exhibition and Interpretation’. The International Journal of Creative Media Research. 1 (1). Available at: https://www.creativemediaresearch.org/post/saving-and-re-saving-videogames.

Newman. J., (2018). ‘The Game Inspector: a case study in gameplay preservation’. Kinephanos: Journal of Media Studies and Popular Culture. 5 (1). pp. 120-148.

Simons, I and Newman, J., (2018). A History of Videogames in 14 consoles, 5 computers, 2 arcade cabinets… and an Ocarina of Time. London: Carlton Books Ltd.

Swalwell, M., (2017). “Moving on from the Original Experience: Philosophies of preservation and dis/play in game history”. In M. Swalwell, H. Stuckey and A. Ndalianis (eds.) Fans and Videogames: Histories, Fandom, Archives. New York: Routledge. pp. 213-233.

The Strong. (2017). “Video Game Play Capture Project”, The Strong National Museum of Play. Available at: http://www.museumofplay.org/about/icheg/play-capture