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Then, suddenly, I was moved: nostalgia and the media history of games
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Source ACM International Conference Proceeding Series; Vol. 305 archive
Proceedings of the 4th Australasian conference on Interactive entertainment table of contents
Melbourne, Australia
Article No. 14  
Year of Publication: 2007
ISBN:978-1-921166-87-7
Author
Christian McCrea  Swinburne University of Technology, Hawthorn, Australia
Sponsors
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
SIGART: ACM Special Interest Group on Artificial Intelligence
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
SIGWEB: ACM Special Interest Group on Hypertext, Hypermedia, and Web
Publisher
RMIT University  Melbourne, Australia, Australia
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ABSTRACT

Gaming has a past; it cannot escape the rearticulation of genres, traditions and images of its history. The haunting of the present is all the more visible here than in other forms, as non-digital media are bound by types of material traces. But what traces does gaming leave --- what breadcrumbs to follow? This paper seeks a telling of the inner life of game history, the force that surges through game culture to forever remember its roots and seek out the infinite regress of its future.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Esposito, Nicholas. "Game Atmosphere Archiving Thanks to Virtual Reality for the Preservation of the Video Game Cultural Heritage" (version française). Proceedings of ICHIM 05 (Digital Culture and Heritage). 2005
 
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Crary, Jonathan. Techniques of the Observer: On Vision and Modernity in the Nineteenth Century. Cambridge, Mass: MIT Press, 1990.
 
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Friedrich Kittler, "Gramophone, Film, Typewriter", October no. 41, 1987
 
5
Kittler
 
6
Rosen, Philip. Change Mummified: Cinema, Historicity, Theory. Minneapolis: University of Minnesota Press, 2001.
 
7
Rosen