{"id":2,"date":"2008-09-04T21:40:05","date_gmt":"2008-09-05T01:40:05","guid":{"rendered":"http:\/\/www.ibiblio.org\/winget\/?page_id=2"},"modified":"2008-09-05T13:50:24","modified_gmt":"2008-09-05T18:50:24","slug":"about","status":"publish","type":"page","link":"https:\/\/www.ibiblio.org\/winget\/about\/","title":{"rendered":"About This Project"},"content":{"rendered":"<p>This IMLS early career award is an ethnographic research project focused       on supporting the collection and preservation of massively multiplayer       online (MMO) games.<\/p>\n<p>The process of this project will be twofold: 1) to examine the creation       methods and behaviors of video game developers, designers, and artists       through in-depth interviews and work observation; and 2) to create in-depth       inventory lists of their artifacts of creation &#8211; the digital or physical       doodles or sketches, manifestos or proposals, early versions of a work,       or even 3-D models or visualizations of an environment.<\/p>\n<p>The primary goal of this research project is to come to a better understanding       of the video game industry&#8217;s creation methods, behaviors, and attitudes       for the purpose of building more meaningful models of preservation and       collection of these materials. Most of the current preservation projects       for new media and video games focus on the end products: the &#8220;final&#8221; art       objects or the released video games themselves. Within the archival community,       however, there is the realization that digital preservation starts with       creation; it is impossible to reliably and authentically preserve an object       without having a very good idea of the circumstances and particulars of       that object&#8217;s creation. This project team hopes to shed light on those       conditions. We believe that the products of this research project will       support better collection, access and preservation of these significant       and important cultural artifacts.<\/p>\n<p>Additional and specific project benefits include:<\/p>\n<ol>\n<li>The development of inventory lists of creative artifacts. Collecting         institutions currently have very little idea of what they will be receiving         when they begin collecting these materials, and even less idea about         how to describe or provide meaningful access to them. The information         gathered from the inventory lists will give collecting institutions a         clear idea of how much, and what kinds of materials are typical in the       development process, and will help these institutions plan accordingly.<\/li>\n<li>Development of models and guidelines for further research in this area.         New media is a burgeoning field, and collecting institutions will need         to conduct further research in this area. Recording the processes and         challenges encountered by this project team will encourage and support         future work for those archivists, curators, and librarians who collect         video games and similar types of materials, like: new media art, science         and engineering data and artifacts, and output from other fields of new       media development.<\/li>\n<li>Theory development on the concept of &#8220;authorship&#8221; within new media.         Video game development is an exceptionally collaborative process, and         is significantly different from the traditional artistic model, (or even         the model of new media art) where one or two people collaborate to create         the aesthetic experience, or work. The interviews and observations will         provide valuable information for scholars interested in the concept of         authorship in new media. Again, this will lead to better collection development,         access, description, and preservation of these materials; but will also         provide the opportunity for theory development within the field of new         media, communication, and information science.<\/li>\n<\/ol>\n<p>With permission from project participants, all of the collected materials:       digital audio interviews, their transcripts, case study reports of the       interviews at the studio and individual level (if the interviews are considered       too intrusive by participants or the corporation that employs them), observation       transcripts, and creation artifacts will be made freely available on the       Internet, through the Video Game Archive, housed at the Center for American       History at the University of Texas at Austin. This project, based at the       School of Information at the University of Texas at Austin, will be led       by Megan Winget, who has extensive experience with project management,       digital library design and development, and representation of complex digital       artifacts. Her research strengths include digital preservation, specifically       of new media art; and in addition to holding a Doctorate in Information       and Library Science; Professor Winget has a Master&#8217;s degree in the History       of Art, with a focus on contemporary aesthetic theory. Brenda Gunn, the       Center for American History&#8217;s Associate Director for Research and Collections,       and Video Game Archive&#8217;s Project Manager, will be the archival manager       for this research project, ensuring the development of viable and dependable       models of collection, preservation, and access.<\/p>\n<p>Massively multiplayer online video games are important and significant       cultural artifacts. Not only are they worthy of meticulous and robust collection,       representation, and preservation; it will increasingly become more and       more important for collecting institutions to provide access to these materials.       This project will support that endeavor, by talking to and observing those       people work in the industry to provide much needed information on the creative       process, the artifacts of creation, and to build models of collection,       preservation and access that will be pertinent not only for the video game       industry, but for other new media fields as well.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This IMLS early career award is an ethnographic research project focused on supporting the collection and preservation of massively multiplayer online (MMO) games. The process of this project will be twofold: 1) to examine the creation methods and behaviors of video game developers, designers, and artists through in-depth interviews and work observation; and 2) to [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"open","ping_status":"open","template":"","meta":{"footnotes":""},"class_list":["post-2","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/www.ibiblio.org\/winget\/wp-json\/wp\/v2\/pages\/2","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.ibiblio.org\/winget\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/www.ibiblio.org\/winget\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/www.ibiblio.org\/winget\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.ibiblio.org\/winget\/wp-json\/wp\/v2\/comments?post=2"}],"version-history":[{"count":3,"href":"https:\/\/www.ibiblio.org\/winget\/wp-json\/wp\/v2\/pages\/2\/revisions"}],"predecessor-version":[{"id":4,"href":"https:\/\/www.ibiblio.org\/winget\/wp-json\/wp\/v2\/pages\/2\/revisions\/4"}],"wp:attachment":[{"href":"https:\/\/www.ibiblio.org\/winget\/wp-json\/wp\/v2\/media?parent=2"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}