Next Generation. Preserving, curating and exhibiting videogames: a UK-Japanese collaborative approach.

Lead Research Organisation: Bath Spa University
Department Name: Bath School of Art, Film and Media

Abstract

In 2018, videogames are more widely available across a greater array of platforms than ever before. The number of games available for current smartphone devices outweighs the libraries for all the consoles produced in the 1980s and 1990s combined. Gaming is a key leisure pursuit with gameplay undertaken not only by those identifying as 'gamers'; professional play through e-sports or streaming gameplay are growing sites for creative expression and commercial opportunity; game development and the creation of innovative gameplay remains a cornerstone of the UK creative economy and a vital cultural export.

And yet, for all this, the simple fact is that videogames are disappearing.

Every day, consoles stop working; data becomes unreadable as floppy discs, CDs and DVDs fail; servers are taken offline as companies focus on newer titles; companies go out of business leaving products abandoned and unsupported and the knowledge and expertise of developers, players, critics and commentators is lost forever.

As the International Game Developers Association (IGDA) Game Preservation Special Interest Group noted in 2009, we need to act 'before it's too late'. Ten years later, the situation has only become more urgent.

But what form should this action take and whose responsibility is it?
The UK and Japan are two of the powerhouses of videogame creativity and development and represent two of the largest markets in the world. The UK and Japan helped to create the global games industry so it is only right that they should take the lead in ensuring its future.

Over the last few years a number of universities, museums and private collectors, in the UK and Japan have begun to take action. In Kyoto, Ritsumeikan University has been building a collection of Japanese gaming hardware and software, documenting every game published in Japan since the 1980s, and working with Nintendo to find solutions to keep old games playable. In the UK, the NVM (formerly National Videogame Arcade) opened in 2015 to provide a dedicated space to showcase different types of videogames, tell the stories of their development, and experiment with different ways of making them available to diverse audiences.

Despite the fact that organisations such as these have recognised the urgency of the videogame preservation and exhibition problem, this activity is uncoordinated and there are very few opportunities for collaboration between UK and Japanese researchers, curators, collectors and exhibition designers. It is is not clear what form preservation or exhibition action could or should take as videogames continue to transform with new types of gameplay, new platforms and technologies such as Virtual Reality and Augmented Reality joining massively multiplayer online networked games to further complicate our idea of what constitutes a videogame and gameplay and what the object and focus of preservation should be.

Next Generation will find ways to help museum curators, university researchers, fans and collectors in the UK and Japan collaborate more effectively to develop new and innovative solutions to the challenges of preserving, interpreting and exhibiting videogames. The four key objectives are:
- Map existing videogame preservation, curation and exhibition work across the UK and Japan to understand what materials are being cared for and where there are gaps

- Document the risk factors affecting videogames in order to identify which materials are particularly challenging and vulnerable to becoming permanently inaccessible for future generations of researchers, developers and museum-goers

- Consider current strategies for game preservation and curation while identifying and championing new thinking and the development of new techniques, strategies and goals

- Develop ways to enable museums, galleries and university researchers to collaborate on preserving and exhibiting videogames and lay the foundations for a major UK-Japanese exhibition

Planned Impact

Next Generation speaks to a diverse range of academic beneficiaries across the UK and Japan. While research and dissemination strategy has been designed to maximise the impact and reach of the project's findings, particular focus is placed on scholars working in the fields of digital preservation, curation and exhibition, videogame studies, media histories and archaeologists and area studies. As game history and preservation have risen up the research agenda, questions of long term access and ways of interpreting complex digital games based around unsupported and fragile technologies and contingent on experience, knowledge and performance skill have taken centre stage.

As videogame hardware and software continues to fade into obsolescence and digital distribution renders data yet more immaterial than ever, it has become apparent that urgent action is required. As such, questions of preservation, curation and access have become central concerns for scholars working across digital media. It is clear also that games preservation theorists and practitioners have led the way in these debates and occupy a unique position in being able to offer insight and leadership across disciplines.

In order to ensure that Next Generation's findings are most effectively communicated to its targeted academic beneficiaries, a differentiated approach to outputs and dissemination has been designed.

Presentation at the Digital Games Research Association (DiGRA) conference and Replaying Japan conference.
Beneficiaries: With both conferences scheduled for Kyoto August 2019, they provide a perfect opportunity to reach the widest possible audience of videogame scholars. The bi-annual DiGRA conference is the largest in the discipline and presents an excellent platform for the discussion of preservation, interpretation and exhibition issues as these cut to the very heart of game studies and longterm access to the objects of study. Replaying Japan is the most important meeting of Japanese game studies scholars and, as such, provides a platform for a discussion of collaborative opportunities and the research and exhibition opportunities from distinctive Japanese contexts e.g. domestically produced games unreleased outside Japan or the public performances in Game Centers. Presentations at these two key conferences will help scholars identify and prioritise areas for future interdisciplinary and multidisciplinary research and highlight opportunities for game studies scholars to collaborate across sectors.

Journal article on innovation in curation and exhibition activity in the UK and Japan.
Beneficiaries: Game/Digital curation practitioners and games history researchers. The article will help to move forward discussions of preservation theory and practice and set the agenda for future work by showcasing innovative approaches to interpretation. By identifying the extent of current work and areas of priority and risk, the article will assist with the co-ordination and distribution of game curation effort.

Best Practice Guidelines on Videogame Curation and Exhibition
Beneficiaries: The Best Practice Guidelines will directly inform the strategies and practice of the National Videogame Museum and Ritsumeikan Center for Game Studies in relation to industry, institutional and private collector collaboration

The Best Practice Guidelines will also benefit the broader constituency of researchers working with videogame collections by setting out current best practice and providing case studies of innovation and new research perspectives on interpretation and access. By identifying the challenges and opportunities of working with game developers, collecting and exhibiting material, and identifying international collaboration opportunities, the Guidelines will both capture the current state of the art and help shape future research trajectories in the field.
 
Title Namco Galaxian Pre-Production Design Documents 
Description Part of the 'This Kind of Thing' event, this exhibition at BFI Southbank centred on hand-drawn pre-production artwork documenting the development process of Namco's influential 'Galaxian' arcade videogame (1979). By showcasing these pencil and squared paper drawings that were subsequently translated into digital graphics and animation sequences, the exhibition explored the hybrid nature of game development processes of the 1970s/1980s. In addition to highlighting the meticulous planning of the game in pre-production, the exhibition and supporting interpretation drew attention to the translation of the designers' pencil marks on squared paper into illuminated pixels on the computer monitor. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2022 
Impact This exhibition marked the first time these development documents have been showcased outside Japan. The exhibition was made possible through connections established between the project team and Namco's Japanese office/archive team at the 'From Preservation to Action' event held in Kyoto and funded by this grant. 
 
Title Platform X 
Description Comprising an array of 24 50inch separately addressable and playable displays, this large-scale exhibit explores the transformation of a single digital game object as it is converted or 'ported' to different hardware and software systems 'platforms'. This exhibit draws on key principles from the scholarly discipline of Platform Studies to engage audiences in considering the impact of the layers of hardware and software in defining the look, sound and feel of any given digital game. The exhibit allows audiences to explore the impacts of the specific configuration of graphics capabilities such as screen resolution and colour palette, on the implementation of a game experience. By investigating the porting of a game across multiple systems/platforms, the exhibit foregrounds the distinctive 'fingerprint' of each platform. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2019 
Impact Platform X is intended to be a flexible and reusable exhibition and interpretation resource. Initially conceived to explore aspects of the academic discipline of Platform Studies as noted above, it is also a platform in itself. The array of 24 addressable displays can be reprogrammed and reassigned to allow different combinations of playable games, static and animated interpretation. 
URL https://thenvm.org/exhibitions/space-invaders/
 
Title The Uemura Collection 
Description This exhibition explores the development and reception of the highly influential Nintendo Famicom gaming system in Japan and its technological and cultural transformation into the Nintendo Entrainment System in the UK. This hybrid exhibition drew on interviews with Masayuki Uemura, the former Head of R&D2 and lead designer of the Famicom at Nintendo and Head of RCGS, as well as objects from the museum's collection and sourced from the specialist collecting community. Uemura also curated a collection of games that showcased the capabilities of the system he designed. These games, along with accompanying interpretation, are featured within the gallery exhibition. The exhibition work was extended to commemorate Uemura-sensei's contribution to the development of interactive entertainment following his passing in 2021. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2022 
Impact Some of the games curated by Uemura-sensei for inclusion in the exhibition were only released in Japan for the 'Famicom' incarnation of the system and are therefore playable for the first time in the UK. 
URL https://thenvm.org/exhibitions/the-uemura-collection/
 
Description While the economic and cultural value of videogames to the UK and global creative sectors is widely recognised, the long-term sustainability of our playable heritage is under threat.

The ability to play, learn from, and interrogate the history of videogames is undermined as systems become obsolete, data becomes unreadable, servers and services go offline, and the knowledge and insights of developers, players, critics and commentators are lost.

While there are a number of projects dedicated to aspects of videogame history, there is a lack of co-ordination. Projects are of different scales with some operating from within institutions and others being the product of the passion and enthusiasm of independent groups and individuals. The lack of co-ordination and pathways to collaboration means that expertise and innovation are not effectively shared.

Quite simply, unless we act now:
- future generations will permanently lose access to their cultural heritage
- the next generation of developers will be robbed of their ability to access and learn from historical reference material
- the distinctive histories of regional game development and the cultures of play will remain untold

Fully accounting for the breadth of gaming histories necessarily involves working with an extremely wide variety of complex digital, physical and hybrid objects. These include software and hardware devices, merchandising and collectibles, design documentation and fan-produced ephemera.

Given the scope of these materials, it follows that knowledge and expertise in curation, conservation and interpretation will be distributed across numerous institutions and, crucially, will exist outwith formal institutions. Private collectors, enthusiasts, independent developers and many others will have an important role to play.

As such, we argue that videogame heritage activity must be supported by a structure that is able to work with, and for, this diverse range of stakeholders regardless of whether they operate within organisations and regardless of size. For these reasons, a key outcome of our project is the foundation of the Videogame Heritage Society. This is a Subject Specialist Network dedicated to videogame history, heritage, curation and preservation. It was formally launched at an event in February 2020 at the BFI Southbank.

Founder members include: The BFI; National Science and Media Museum; Museum of London; C64 Audio; Centre for Computing History; Bath Spa University; The RetroHour Podcast; The British Library; The National Videogame Museum

For more information, case studies of game history and preservation projects, details on forthcoming and archived events - and to get involved - please visit https://vhs.thenvm.org
Exploitation Route Our research has highlighted 8 key areas of priority for future research and practice:

1. Increase formal international collaboration & networking
2. Coordinate development of efforts to address challenges of existing IP policy on game/digital preservation
3. Audit and map current preservation and exhibition activity
4. Further develop videogame literacy programmes for a broader range of audiences
5. Support and enhance cross-sector dialogue on videogames and culture
6. Further develop and raise awareness of preservation-friendly game development practices
7. Develop and showcase innovation in exhibition and interpretation
8. Strengthen the connections between global and local videogame histories
Sectors Creative Economy,Digital/Communication/Information Technologies (including Software),Culture, Heritage, Museums and Collections

URL https://vhs.thenvm.org
 
Description The project has supported the development of a number of key collaborations between the National Videogame Museum (NVM) in the UK and the Ritsumeikan Center for Game Studies (RCGS) in Kyoto. The project's focus on recovering 'hidden histories' and showcasing regional practices of game development and play has informed a number of exhibition initiatives and the strategic development of collecting activity. Throughout 2019-2021, work on the 1980s-90s cultures and practices of 'grey importing' Japanese games in the UK directly underpinned the NVM's exhibit on the practices and technologies of piracy. This exhibit showcased the 'shadow economies' of retail and the production of 'modchips' that are practically erased from most histories of videogames. From late 2022-present, an exhibition at the NVM has showcased the development and reception of the highly influential Nintendo Famicom gaming system in Japan and its technological and cultural transformation into the Nintendo Entrainment System in the UK. This hybrid exhibition drew on interviews with Masayuki Uemura, the former Head of R&D2 and lead designer of the Famicom at Nintendo and Head of RCGS, as well as objects from the museum's collection and sourced from the specialist collecting community. Uemura also curated a collection of games that showcased the capabilities of the system he designed. These games, along with accompanying interpretation, are featured within the gallery exhibition. The exhibition work was extended to commemorate Uemura-sensei's contribution to the development of interactive entertainment following his passing in 2021. Leveraging connections made through the project's 'From Preservation to Action' conference in Kyoto in 2019, an exhibition of hand-drawn pre-production materials from Namco's influential 'Galaxian' arcade game was held at BFI Southbank in December 2022. Held as part of the 'This Kind of Thing; event, this was the first time these materials had been seen outside Japan and showcased the hybrid analogue-digital design practices of 1980s game design. Additionally, the project's exploration of new modes of interpretation has led to the development of 'Platform X'. This innovative exhibit, comprising multiple playable instances of the 'same game' ported across different systems, provides an accessible way of engaging audiences with key concepts drawn from the scholarly discipline of 'Platform Studies'. Similarly, work on the uses of emulation for access in museum and gallery contexts provides the underpinning research for an exhibit at the NVM exploring non-linear design, bonus and hidden levels. Based on the PI's research into the transformative potential of videogame emulation software tools, this exhibit provides a new way for players/researchers/visitors to gain access to sequences of gameplay otherwise unavailable to them without a priori knowledge or performance skill. This research provides essential new ways for the widest range of audiences to access gameplay and significantly broadens the interpretative tools available to curators and exhibition designers. Public talks by project team members including PI, Co-I, Masayuki Uemura, Iain Simons, Shion Terana, Hitomi More at the NVM, BFI Southbank, and the BitSummit independent videogame festival in Kyoto, have been key in sharing best practice in game preservation and showcasing UK and Japanese approaches to exhibition and interpretation. Priorities and next steps are also highlighted in the 'Time Extend!' White Paper launched at an event at BFI Southbank in 2020 and available via the Videogame Heritage Society website. Establishing the Videogame Heritage Society (VHS), which is a Subject Specialist Network dedicated to videogame collecting, preservation and history, is another key outcome of the project. The VHS has shared key case studies on game preservation from the UK and Japan and has published a number of guest blog posts in written and video form from colleagues in the museum sector as well as private collections on issues related to material preservation, regional histories and the challenges of working with specific collections. Case studies include Museum of London, Centre for Computing History and 'Continue' (Joyo City, Japan) and 'The Life and Times of TV Game' and 'Galaxian-Galaga-Gaplus' (Soshikan, Kinagusa Campus, Kyoto) as well as video interviews with private videogame collectors, journalists and colleagues from RCGS and the British Library.
First Year Of Impact 2019
Sector Culture, Heritage, Museums and Collections
Impact Types Cultural,Societal

 
Description Videogame Heritage Society Subject Specialist Network 
Organisation National Videogame Museum
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution While the economic and cultural value of videogames to the UK and global creative sectors is widely recognised, the long-term sustainability of our playable heritage is under threat. The ability to play, learn from, and interrogate the history of videogames is undermined as systems become obsolete, data becomes unreadable, servers and services go offline, and the knowledge and insights of developers, players, critics and commentators are lost. While there are a number of projects dedicated to aspects of videogame history, there is a lack of co-ordination. Projects are of different scales with some operating from within institutions and others being the product of the passion and enthusiasm of independent groups and individuals. The lack of co-ordination and pathways to collaboration means that expertise and innovation are not effectively shared. Quite simply, unless we act now: - future generations will permanently lose access to their cultural heritage - the next generation of developers will be robbed of their ability to access and learn from historical reference material - the distinctive histories of regional game development and the cultures of play will remain untold Fully accounting for the breadth of gaming histories necessarily involves working with an extremely wide variety of complex digital, physical and hybrid objects. These include software and hardware devices, merchandising and collectibles, design documentation and fan-produced ephemera. Given the scope of these materials, it follows that knowledge and expertise in curation, conservation and interpretation will be distributed across numerous institutions and, crucially, will exist outwith formal institutions. Private collectors, enthusiasts, independent developers and many others will have an important role to play. As such, we argue that videogame heritage activity must be supported by a structure that is able to work with, and for, this diverse range of stakeholders regardless of whether they operate within organisations and regardless of size. For these reasons, a key outcome of our project is the foundation of the Videogame Heritage Society. This is a Subject Specialist Network dedicated to videogame history, heritage, curation and preservation. It was formally launched at an event in February 2020 at BFI Southbank. The project PI worked in collaboration with partners across the heritage sector to draw up the terms of reference for the SSN, develop the framework for the activity, design and create the project website and forum.
Collaborator Contribution Founder members of the Videogame Heritage Society Subject Specialist Network include representatives from The BFI; National Science and Media Museum; Museum of London; C64 Audio; Centre for Computing History; Bath Spa University; The RetroHour Podcast; The British Library; The National Videogame Museum. Founder members took part in a launch event in February 2020 at BFI Southbank. This included presentations on aspects of videogame preservation, history, collection and exhibition from: Foteini Aravani (Museum of London); Stella Wisdom and Giulia Carla Rossi (British Library); Stephen McConnachie, Stuart Burnside (BFI), Caylin Smith (Cambridge University Library); Iain Simons (National Videogame Museum); Gina Jackson (Sold Out); Masayuki Uemura, Akinori Nakamura and Hitomi Mohri (Ritsumeikan Center for Game Studies); Shion Terano (Oji Town Governmental Office, Nara Prefecture). Subsequently, members from Museum of London, The Centre for Computing History (UK) and Ritsumeikan University (Japan), have produced Case Studies in game preservation and exhibition (available at https://vhs.thenvm.org/case-studies/) The VHS website includes an active forum where SSN members can discuss current practice, seek advice and guidance from the community and showcase forthcoming activity. There are currently over 100 registered members. To maximise reach and impact, the VHS launched a series of monthly public events centring on videogame collecting, history, preservation and exhibition. These events are structured as converstaions between members of the Subject Specialist Network and beyond and showcase current work, share expertise and present opportunities for collaboration. The first VHS event took place on 25 February 2021 and focused on reimagining and reusing videogame hardware systems with videogame collectors and hosts the Retro Hour Podcast, Dan Wood and Ravi Abbott.
Impact International Videogame Preservation and Exhibition Case Studies: https://vhs.thenvm.org/case-studies/ Time Extend! White Paper https://vhs.thenvm.org/wp-content/uploads/2020/02/TIME-EXTEND.pdf Videogame Heritage Society Subject Specialist Network (SSN) events: https://www.eventbrite.com/e/vhs-tapes-reimagining-videogame-hardware-tickets-141667062999
Start Year 2020
 
Description 'A History of Videogames in 14 Consoles, 5 Computers, 2 Arcade Cabinets... and an Ocarina of Time' Glen Eira Libraries, Melbourne, Australia [online] 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact This was a livestreamed event primarily aimed at a general audience. The presentation was dedicated to videogame archiving, collecting and exhibition with a specific focus on the material cultures of gaming, the collection of objects, and the palmpsests of both creation and use. The presentation drew on the themes outlined in Newman and Simons' 'Time Extend!' White Paper (2020) and dedicated particular attention to the physicality and materiality of digital games - and the new collecting, preservation and exhibition strategies that a hybrid analogue/digital approach entails. Following the presentation, there was a rich and lively Q&A session with much of the feedback from the audience centring on the change in their perception of videogames as cultural heritage and the importance of treating videogames as hybrid rather than solely digital objects.
Year(s) Of Engagement Activity 2020
 
Description A History of Videogames in Things, Museum of Soviet Arcade Machines [online] 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact This was a livestreamed event for the museum and heritage sector and general public audience. The presentation was dedicated to videogame archiving, collecting and exhibition with a specific focus on the material cultures of gaming, the collection of objects, and the palmpsests of both creation and use.

The presentation drew on the themes outlined in Newman and Simons' 'Time Extend!' White Paper (2020) and dedicated particular attention to the physicality and materiality of digital games - and the new collecting, preservation and exhibition strategies that a hybrid analogue/digital approach entails. Following the presentation, a Q&A session focused on the challenges of working with complex hybrid objects, preserving and documenting player and designer experience, and rethinking museum objects in light of a desire to document use, ownership and play.

At time of writing, the video of the original livestreamed presentation has nearly 500,000 views.
Year(s) Of Engagement Activity 2021
URL https://vk.com/video-2250034_456239307
 
Description Before It's Too Late: Saving Video Games 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact Before It's Too Late was a special event held at the Blue Room, BFI Southbank, to discuss the current state and future opportunities for the collection, preservation and exhibition of videogames. The event saw the publication of 'TIME EXTEND! The future of curating, preserving and exhibiting videogames' which is a key outcome of the collaboration between Bath Spa University, The National Videogame Museum and the Ritsumeikan Center for Game Studies.

The event also saw the launch of the 'Videogame Heritage Society' Subject Specialist Network and included presentations of case studies from VHS members including:
Foteini Aravani (Museum of London)
Stella Wisdom and Giulia Carla Rossi (British Library)
Gina Jackson, Development Director at Sold Out
Stephen McConnachie and Stuart Burnside (BFI)

Case studies of collection and exhibition practice in Japan were presented by:
Shion Terano, Curator of 'Continue' exhibition at Joyo Historical and Folklore Museum;
Hitomi Mohri, curator 'The Life and Times of TV Game', special exhibition at Soshikan, Kyoto
and Masayuki Uemura, Head of R&D2 Nintendo.

Two weeks since its launch, more than 60 membership enquiries have been received for the Videogame Heritage Society Subject Specialist Network.
Year(s) Of Engagement Activity 2020
URL https://www.eventbrite.com/e/before-its-too-late-saving-video-games-tickets-90790537943#
 
Description From Preservation to Action 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact The event brought together researchers, museum curators and archivists, and game developers to discuss the opportunities and challenges of collecting and exhibiting videogames. Key topics included:

-- pathways to cross-sector collaborations (especially between museum/heritage sector and vidoegame development and publishing)
-- the availability of exhibitable materials and institutional practices to archiving
-- innovation in exhibition strategy and the role of 'playability' in exhibition design
-- audience expectations for videogame exhibitions

Participants included:

Prof. Koichi Hosoi, founder of the Game Archive Project

Masayuki Uemura, Head of R&D2 Nintendo

Shion Terano, Curator of 'Continue' exhibition at Joyo Historical and Folklore Museum

Hitomi Mohri, curator 'The Life and Times of TV Game', special exhibition at Soshikan, Kyoto.

Takefumi Hyodo, Bandai Namco, archivist and co-curator 'GALAXIAN ?GALAGA ?GAPLUS', special exhibition at Soshikan, Kyoto.

Iain Simons, Director, National Viddeogame Museum, UK.

James Newman, Professor of Digital Media, Bath Spa University, UK.


The event sparked considerable discussion about the opportunities for international collaboration and co-curation on exhibition given the global nature of the videogame market and cultures of play and the comparative absence of nuanced histories of specific regions such as the UK and Japan.

The Q&A sparked much discussion about the opportunities and challenges of collaborations between heritage/memory institutions and private collectors and networks. These discussions directly informed the composition of the Videogame Heritage Society Subject Specialist Network which is a key outcome of this project (https://vhs.thenvm.org).
Key outcomes and findings of the 'Continue', 'The Life and Times of TV Game' and 'GALAXIAN ?GALAGA ?GAPLUS' exhibitions are available as a series of case studies at the Videogame Heritage Society website.
Year(s) Of Engagement Activity 2019
URL https://www.rcgs.jp/?p=618
 
Description Guest blog post 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact The 'VHS Collector's Edition' Interview Series #1: Norman Rowan, Nintendo Game & Watch Collector
As set out in the White Paper published as part of this ESRC-funded research, the project of game preservation requires cross-sector collaboration. Over years, game fans and enthusiasts have amassed important collections of physical and digital materials along with a deep knowledge-base. As one of the founding missions of the VHS is to bring together stakeholders from across the world and within and outwith the formal galleries, libraries, archives and museums sector, it is essential to find ways of sharing insights and mapping these collections in the broadest possible way. This guest post foe the Videogame Heritage Society blog focuses on Norman Rowan who has been collecting Nintendo Game & Watch hardware and ephemera since 2012. Norman's post does an important job in highlighting the considerable national variations in Nintendo's range by drawing attention to differences in packaging, documentation and even the availability of titles. Additionally, Norman discusses the challenges of maintaining these hardware systems, and the fragile components inside, now they are almost four decades old.
Year(s) Of Engagement Activity 2021
URL https://vhs.thenvm.org/the-vhs-launch-the-vhs-collectors-edition-series/
 
Description Guest blog post 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact VHS Guest Blog Post: Why Conserving Videogame Heritage is (almost) Impossible II
Álvaro Vázquez Guisado, Conservator-Restorer of Cultural Heritage from Seville University.

Leveraging the Videogame Heritage Society website (which is a Subject Specialist Network established as part of this ESRC-funded project), guest curators, preservation practitioners, developers and collectors working within or outwit the institutional contexts, are invited to contribute their expertise and regional/national perspectives. In this guest blog, Álvaro Vázquez Guisado, Conservator-Restorer of Cultural Heritage from Seville University, explores the complex material conservation issues arising from the hybrid nature of videogame hardware systems. Building on the Case Studies initially published in 2020 and VHS Tapes interviews, we seek to build a collection of materials investigating a variety of issues related to game preservation across the world.
Year(s) Of Engagement Activity 2022
URL https://vhs.thenvm.org/vhs-guest-blog-3-why-conserving-videogame-heritage-is-almost-impossible-ii-al...
 
Description Guest blog post 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact VHS Guest Blog post: Why Conserving Videogame Heritage is (Almost) Impossible: Materials and Storage Conditions
Álvaro Vázquez Guisado, Conservator-Restorer of Cultural Heritage from Seville University.

Leveraging the Videogame Heritage Society website (which is a Subject Specialist Network established as part of this ESRC-funded project), guest curators, preservation practitioners, developers and collectors working within or outwit the institutional contexts, are invited to contribute their expertise and regional/national perspectives. In this guest blog, Álvaro Vázquez Guisado, Conservator-Restorer of Cultural Heritage from Seville University, explores the complex material conservation issues arising from the hybrid nature of videogame hardware systems. Building on the Case Studies initially published in 2020 and VHS Tapes interviews, we seek to build a collection of materials investigating a variety of issues related to game preservation across the world.
Year(s) Of Engagement Activity 2021
URL https://vhs.thenvm.org/why-conserving-videogames-is-impossible-guest/
 
Description Guest blog post 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact The VHS Guest Blog Post: 'Collecting the Guildford Games Sector'
Sarah Fairhurst, Collections Manager at the Guildford Heritage Service

Leveraging the Videogame Heritage Society website (which is a Subject Specialist Network established as part of this ESRC-funded project), guest curators, preservation practitioners, developers and collectors working within or outwit the institutional contexts, are invited to contribute their expertise and regional/national perspectives. In this guest blog, Sarah Fairhurst, Collections Manager at the Guildford Heritage Service, explores the complex, and comparatively undocumented (even within gaming circles) history of the Guildford's digital economy and its status as 'The Hollywood of gaming'. Building on the Case Studies initially published in 2020 and VHS Tapes interviews, we seek to build a collection of materials investigating a variety of issues related to game preservation across the world.
Year(s) Of Engagement Activity 2021
URL https://vhs.thenvm.org/collecting-guildford-games-guest/
 
Description Video presentation 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact As part of the VHS Tapes series of video presentations sharing expertise, knowledge and good practice on game preservation and collecting, Prof. Koichi Hosoi and Prof. Akinori Nakamura, of Ritsumeikan University's RCGS (Ritsumeikan Center for Game Studies) in Kyoto present their current preservation projects. Prof. Hosoi and Prof. Nakamura discuss the history and current work of the Game Archive Project, the RCGS, and the RCGS database. From the preservation of material objects, through gameplay preservation, and preservation through emulation - the only time such an emulation project was officially sanctioned by Nintendo themselves - this talk demonstrates the many viable ways that preservation can be conducted.

Conducted during lockdown, this talk also includes an exclusive behind-the-scenes look at Ritsumeikan's archive and storage of over 9000 items including Japanese videogames, consoles, media, and ephemera.
Year(s) Of Engagement Activity 2021
URL https://vhs.thenvm.org/the-vhs-tapes-preserving-japanese-videogames-with-ritsumeikan-university-kyot...