Abstract
Digital games are undergoing a process of heritagization, as demonstrated by how they are increasingly displayed in exhibitions and preserved in heritage institution collections, not to mention engaged with by numerous heritage communities both online and offline. What is lacking, however, is a critical understanding of what constitutes game heritage and how it is produced by the stakeholders involved. In order to provide a critical framework for thinking and working with games as heritage, this dissertation engages in theory building and conceptualizations around key heritagization issues.
The study utilizes a versatile methodology consisting of interpretive analysis and extensive use of insider knowledge and participant observation, as well as theoretical triangulation between heritage studies, games studies, and game preservation research. With the help of these approaches, the dissertation conducts pragmatic theory building around issues related to the heritagization of games, as well as provides critical frameworks for engaging with it.
In the results, the study shows how social actors beyond retrogamers and hobbyists act as stakeholders in the heritagization of games. Further, the dissertation provides a high-level theoretical ontology for dealing with the complex assemblage of games and play, which looks beyond playable games. After that, the research shows how games are changed and modified when becoming heritagized. Finally, the study sheds light on tensions that exist between various stakeholders and their heritagization strategies.
As such, the dissertation demonstrates how the complex issues and processes that arise when games become heritage are in need of more reflexive practices. In the discussion, the study points towards possible strategies that can be used in order to mitigate stakeholder tensions around the ownership of game heritage. However, further empirical research is needed in order to validate the theoretical constructs and guidelines provided in this study.
The study utilizes a versatile methodology consisting of interpretive analysis and extensive use of insider knowledge and participant observation, as well as theoretical triangulation between heritage studies, games studies, and game preservation research. With the help of these approaches, the dissertation conducts pragmatic theory building around issues related to the heritagization of games, as well as provides critical frameworks for engaging with it.
In the results, the study shows how social actors beyond retrogamers and hobbyists act as stakeholders in the heritagization of games. Further, the dissertation provides a high-level theoretical ontology for dealing with the complex assemblage of games and play, which looks beyond playable games. After that, the research shows how games are changed and modified when becoming heritagized. Finally, the study sheds light on tensions that exist between various stakeholders and their heritagization strategies.
As such, the dissertation demonstrates how the complex issues and processes that arise when games become heritage are in need of more reflexive practices. In the discussion, the study points towards possible strategies that can be used in order to mitigate stakeholder tensions around the ownership of game heritage. However, further empirical research is needed in order to validate the theoretical constructs and guidelines provided in this study.
Original language | English |
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Place of Publication | Tampere |
Publisher | Tampere University |
ISBN (Electronic) | 978-952-03-1697-6 |
ISBN (Print) | 978-952-03-1696-9 |
Publication status | Published - 2020 |
Publication type | G5 Doctoral dissertation (articles) |
Publication series
Name | Tampere University Dissertations - Tampereen yliopiston väitöskirjat |
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Volume | 307 |
ISSN (Print) | 2489-9860 |
ISSN (Electronic) | 2490-0028 |