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Preserving Virtual Worlds Final Report

dc.contributor.authorUniversity of Illinois
dc.contributor.authorMcDonough, Jerome
dc.contributor.authorOlendorf, Robert
dc.contributor.authorMaryland Institute for Technology in the Humanities
dc.contributor.authorKirschenbaum, Matthew
dc.contributor.authorKraus, Kari M.
dc.contributor.authorReside, Doug
dc.contributor.authorDonahue, Rachel
dc.contributor.authorRochester Institute of Technology
dc.contributor.authorPhelps, Andrew
dc.contributor.authorEgert, Christopher
dc.contributor.authorStanford University
dc.contributor.authorLowood, Henry
dc.contributor.authorRojo, Susan
dc.date.accessioned2013-11-26T23:04:57Z
dc.date.available2013-11-26T23:04:57Z
dc.date.issued2010-08-31
dc.identifier.urihttp://hdl.handle.net/1903/14734
dc.descriptionThe Preserving Virtual Worlds project is a collaborative research venture of the Rochester Institute of Technology, Stanford University, the University of Maryland, the University of Illinois at Urbana-Champaign and Linden Lab, conducted as part of Preserving Creative America, an initiative of the National Digital Information Infrastructure and Preservation Program at the Library of Congress. The primary goals of our project have been to investigate issues surrounding the preservation of video games and interactive fiction through a series of case studies of games and literature from various periods in computing history, and to develop basic standards for metadata and content representation of these digital artifacts for long-term archival storage.en_US
dc.language.isoen_USen_US
dc.subjectVideo gamesen_US
dc.subjectDigital Preservationen_US
dc.titlePreserving Virtual Worlds Final Reporten_US
dc.relation.isAvailableAtMaryland Institute for Technology in the Humanities
dc.relation.isAvailableAtDigital Repository at the University of Maryland
dc.relation.isAvailableAtUniversity of Maryland (College Park, Md)


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