Re-Program, Re-Play, Rewind:R an alternative history of computer game creation in 1980s Britain.
Re-Program, Re-Play, Rewind:R an alternative history of computer game creation in 1980s Britain.
批准号:
AH/N001702/1
负责人:
Alison Gazzard
金额:
$14.51万
依托单位国家:
英国
项目类别:
Fellowship
财政年份:
2016
资助国家:
英国
项目状态:
已结题
起止时间:
2016 至 --
中文摘要
尽管越来越多的游戏硬件和软件被保存在国内和国际的专用档案中,但人们注意到,在当前的游戏分析和设计讨论中,计算机游戏的历史在很大程度上被忽视了(Guins 2014)。会议和会议链已经开始出现,以促进围绕方法,游戏历史和游戏保护的讨论,但这些活动只提供了一个广阔的研究领域的一小部分。最近的纪录片,如从卧室到亿万(考尔菲尔德和考尔菲尔德2014),以及游戏记者撰写的书籍,包括重播(多诺万2010)和侠盗猎车手(安德森和Levene 2012),都揭示了20世纪80年代英国游戏开发的历史。然而,有一种倾向是专注于知名游戏和开发商,从而掩盖了这段时间内其他突出的发展。尤其是20世纪80年代,是英国电脑游戏产业发展的重要起点。20世纪80年代英国计算和游戏文化的一个重要遗产是通过微计算杂志和书籍创建的DIY(DIY)风气,这些杂志和书籍打印了软件代码列表,供用户输入和运行,以便创建和玩自己的游戏。这些打印出来的程序清单现在存在于大英图书馆和国家计算机博物馆等存储机构中。在这里,软件代码被保存为书面文本,而不是立即可播放的人工制品。这就提出了问题的作用,程序上市的软件,源代码,游戏对象和过程作为模式的分析历史游戏research.This研究的目的是分析不同方面的游戏生产和文化,从20世纪80年代,通过进一步研究的作用,打字在程序清单从杂志上模仿这些游戏曾经是什么。这项研究将通过追踪这些节目列表的作者来扩展,以进行口述历史,作为识别参与这个行业的人的一种方式,并为未来的研究人员提供文化记忆的遗产。最后,采访那些在20世纪80年代和90年代在游戏行业工作的人,以及那些今天继续在该行业工作的人,将作为追溯20世纪80年代DIY文化遗产和推动国家计算机扫盲的一种方式。这些采访将包括为Automata,Martech,Virgin Interactive,Rabbit Software和BITS工作室等公司工作的开发人员和艺术家。这个早期职业奖学金将通过与项目合作伙伴蒙特利尔大学的国际合作促进职业发展。此次合作将促成2016年年度游戏历史研讨会的共同主持,该研讨会将与一个共同策划的展览一起举办,展示地球仪上世纪80年代和90年代计算机游戏硬件和软件的创造性使用。这项研究还将在伦敦和诺丁汉的一系列研讨会上进行传播,并在国家计算机博物馆档案馆的杂志节目清单展览会上进行传播。一个经验丰富的项目导师和一个跨学科的国际咨询小组,由来自不同学科的学者,策展人,档案管理员和游戏行业,将支持研究。这将使这些新出现的网络能够在项目期间和之后得到巩固。该小组将能够进一步建议和支持研究传播到各自的学科,以确保影响超越学院。
英文摘要
Despite the increasing amount of games hardware and software being preserved in dedicated archives both nationally and internationally, it has been noted that histories of computer games have largely been ignored in current discussions of both game analysis and design (Guins 2014). Conferences and conference strands have started to emerge in order to facilitate discussions surrounding methods, game histories and the preservation of games yet these events only offer a small percentage of a vast area of study. Recent documentaries, such as From Bedrooms to Billions (Caulfield and Caulfield 2014), alongside books written by game journalists, including Replay (Donovan 2010), and Grand Thieves & Tomb Raiders (Anderson and Levene 2012), all expose British histories of game development in the 1980s. However, there is a tendency to focus on well-known game titles and developers thus masking other prominent developments during this time. The 1980s in particular marks a significant starting point for the development of the British computer game industry. A significant legacy of 1980s UK computing and gaming cultures is the do-it-yourself (DIY) ethos created through microcomputing magazines and books that printed listings of software code for users to type in and run in order to create and play their own games. These printed program listings now exist in memory institutions such as The British Library and The National Museum of Computing. Here the software code is preserved as a written text and not as an immediately playable artefact. This raises questions about the role of the program listing as software, source code, game object and process as modes of analysis for historical game research.The aim of this study is to analyse the different facets of game production and cultures from the 1980s by further examining the role of typing in program listings from magazines to emulate what these games once were. The research will be extended by tracing writers of these program listings in order to undertake oral histories as a way of recognising those involved in this industry and to provide a legacy of cultural memories for future researchers. Finally, interviews with those who worked in the games industry in the 1980s and 1990s, as well as those that continue to work in the industry today, will be undertaken as a way of tracing the legacies of 1980s DIY cultures and the drive for national computer literacy. These interviews will include developers and artists who worked for companies such as Automata, Martech, Virgin Interactive, Rabbit Software and BITS studios. This early career fellowship will facilitate career development through an international collaboration with the project partner, The University of Montreal. This collaboration will result in the co-chairing of the 2016 Annual Game History Symposium that will run alongside a co-curated exhibition of creative uses of computer game hardware and software from the 1980s and 1990s around the globe. The research will also be disseminated in a series of workshops in London and Nottingham and at an exhibition of magazine program listings from The National Museum of Computing archives. An experienced project mentor and an interdisciplinary, international advisory panel consisting of academics from various disciplines, curators, archivists and the games industry, will support the research. This will allow for these emerging networks to be consolidated during and beyond the life of the project. The panel will be able to further advise and support the dissemination of the research to their respective disciplines in order to ensure impact beyond the academy.
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