Further Reading

  • “Bill C-11: The Copyright Modernization Act.” University of British Columbia. Accessed August 17, 2017. http://copyright.ubc.ca/guidelines-and-resources/support-guides/bill-c-11-the-copyright-modernization-act/.
  • “CGSA / ACEV.” Canadian Games Studies Association/ Association Canadienne d’Études Vidéoludiques. Accessed August 17, 2017. http://gamestudies.ca/.
  • “Charter on the Preservation of Digital Heritage.” Unesco. Accessed July 19, 2017. http://portal.unesco.org/en/ev.php-URL_ID=17721&URL_DO=DO_TOPIC&URL_SECTION=201.html.
  • “Computer History Museum Makes Historic MS-DOS and Word for Windows Source Code Available to the Public | Press Releases | Computer History Museum.” Computer History Museum. Last modified on March 25, 2014. http://www.computerhistory.org/press/ms-source-code.html.
  • “Computerspielemuseum – About Us.” Computerspielemuseum. Accessed August 17, 2017. http://www.computerspielemuseum.de/1282_About_us.htm.
  • “Git – About Version Control.” Git. Accessed July 17, 2017. https://git-scm.com/book/en/v2/Getting-Started-About-Version-Control.
  • “Retired NRC Scientists Burtnyk and Wein Honoured as Fathers of Computer Animation Technology in Canada.” Sphere 4 (1996). Accessed July 27, 2017. http://www.ieee.ca/millennium/computer_animation/animation_honoured.html.
  • “The Personal Computer Museum, Brantford, Ontario, Canada – Recycle, Donate, and Browse Old Computers, Electronics, Video Games, and Software.” Personal Computer Museum. Accessed August 17, 2017. http://www.pcmuseum.ca/.
  • Androutsellis-Theotokis, Stephanos and Diomidis Spinellis. “A Survey of Peer-to-Peer Content Distribution Technologies.” ACM Computing Surveys 36, no. 4 (December 2004): 335-371.
  • Antonelli, Paola. “Why I Brought Pac-Man to MoMA.” Ted. Accessed August 17, 2017, https://www.ted.com/talks/paola_antonelli_why_i_brought_pacman_to_moma.
  • Aslinger, Ben and Nina Huntemann, eds. Gaming Globally: Production, Play, and Place. New York: Palgrave Macmillan, 2013.
  • Aycock, John. Retrogame Archeology: Exploring Old Computer Games. Basel: Springer International Publishing Switzerland, 2016.
  • Besser, Howard. “The Transformation of the Museum and the Way it’s Perceived.” In The Wired Museum: Emerging Technology and Changing Paradigms, ed. K. Jones-Garmil, 153-69. Washington: American Association of Museums, 1997.
  • Bill C-11. An Act to Amend the Copyright Act. 1rst session, 41rst parliament, 2011-2012, June 29, 2012. Statutes of Canada 2012. http://www.parl.ca/DocumentViewer/en/41-1/bill/C-11/royal-assent/.
  • Blackjax. “A Small Lesson in Bit Rot.” System Failure. Accessed July 28, 2017. https://web.archive.org/web/20150812061607/http://my.ais.net/~xtreme/SF/Bit-Rot/.
  • Campbell, Scott M. and Zbigniew Stachniak. Computing in Canada: Historical Assessment for CSTM. Ottawa: Library and Archives Canada Cataloguing in Publication, 2007.
  • Campbell-Kelly, Martin. From Airline Reservations to Sonic the Hedgehog: A History of the Software Industry. Cambridge: MIT Press, 2003.
  • Canada Science and Technology Museums Corporation. “Summary of the Corporate Plan 2016-2017 to 2020-2021: Summary Operating and Capital Budgets 2016–2017.” Corporate plan, Canada Science and Technology Museums Corporation, 2016. Retrieved from https://ingeniumcanada.org/ingenium/doc/content/cstmc/corporate_plan_summary_2016-2017_2020-2021.pdf.
  • Canadian Ltd. v. Law Society of Upper Canada [2004] 1 SCR 339, 2004 SCC 13 (CanLII). Accessed August 17, 2017. http://canlii.ca/t/1glp0.
  • Carta, Giovanni. “Metadata and Video Games Emulation: An Effective Bond to Achieve Authentic Preservation?” Records Management Journal 27, no. 2 (2017): 192-204.
  • Chan, Sebastian and Aaron Cope. “Collecting the Present: Digital Code and Collections.” Conference Paper, The Annual Conference of Museums and the Web, 2014. Retrieved from:
    http://mw2014.museumsandtheweb.com/paper/collecting-the-present-digital-code-and-collections/.
  • Chan, Sebastian. “Planetary: Collecting and Preserving Code as a Living Object.” Cooper-Hewitt Last modified on August 26, 2013. https://www.cooperhewitt.org/2013/08/26/planetary-collecting-and-preserving-code-as-a-living-object/.
  • Charbonneau, Olivier, Marie-Ève Guibord,  Marie Hélène Labory, Olivier Ménard, Brigitte Moreau, Sophie Morissette, and Raphaella Dixon. ““Droit d’Auteur en Contexte Scolaire: Un Modèle d’Utilisation Équitable des Œuvres Littéraires et Artistiques dans les Écoles du Québec / Le Chantier du Droit d’Auteur en Milieu Scolaire.” Presentation at the Congrès des Milieux Documentaires, Montréal, Canada, October 31 to November 2, 2012. Accessed August 15, 2017, http://spectrum.library.concordia.ca/974927/.
  • Charbonneau, Olivier. “2016 The invisible hand, copyright and the preservation game.” Culture Libre. Accessed August 17, 2017. http://www.culturelibre.ca/recherches-juridiques/presentation-au-sahj/.
  • Charbonneau, Olivier. “Pour une réforme équitable du droit d’auteur.” Le Devoir. Accessed August 11, 2017. http://www.ledevoir.com/non-classe/261761/pour-une-reforme-equitable-du-droit-d-auteur.
  • Cifaldi, Frank. “Rise from Your Grave.” Game Developer 18, no. 9 (2011): 4.
  • Coleman, Gabriella. “Hacker Politics and Public.” Public Culture 23, no. 3 (2011): 511-516.
  • Consalvo, Mia. Cheating: Gaining Advantage in Video Games. Cambridge: The MIT Press, 2007.
  • Copyright Act. RSC 1985, c C-42. Accessed August 17, 2017, http://canlii.ca/t/52zkj.
  • Cortada, J.W. “Researching the History of Software from the 1960s.” IEEE Annals of the History of Computing 24, no. 1 (2002): 72-79.
  • de Groat, Greta, Eric Kaltman, Marcia Barrett, Christine Caldwell, Glynn Edwards, Henry Lowood, and Noah Wardrip-Fruin, “Core Metadata Schema for Cataloging Video Games Version 1.” Report, Game Metadata and Citation Project, December 2015.
  • Ensmenger, Nathan. “The Digital Construction of Technology: Rethinking the History of Computers in Society.” Technology and Culture 53 (October 2012): 753-776.
  • Ernst, Wolfgang and Jussi Parikka. Digital Memory and the Archive. Vol. 39.;39;. Minneapolis, MN: University of Minnesota Press, 2013.
  • Farrand, Benjamin. “Emulation is the Most Sincere Form of Flattery: – Retro Videogames, ROM Distribution and Copyright.” IDP Revista De Internet Derecho y Política no. 14 (2012): 5-18.
  • Gooding, Paul and Melissa Terras. “‘Grand Theft Archive’: A Quantitative Analysis of the State of Computer Game Preservation.” International Journal of Digital Curation 3, no. 2 (2008): 19-41. http://dx.doi.org/10.2218/ijdc.v3i2.56.
  • Gow, Ann and Seamus Ross, “Digital Archeology: Rescuing Neglected and Damaged Data Resources.” Project Report, Library Information Technology Center, South Bank University, 1999.
  • Huhtamo, Erkki and Jussi Parikka. Media Archaeology: Approaches, Applications, and Implications. Berkeley, Calif: University of California Press, 2011.
  • Jacques, Annie. “Environmental Scan: Electronic Gaming Exhibition.” Report, Canada Science and Technology Museum, September 24, 2014.
  • Juul, Jesper. A Casual Revolution: Reinventing Video Games and their Players. Cambridge: MIT Press, 2009.
  • Kaltman, Eric, Noah Wardrip-Fruin, Henry Lowood, Christy Caldwell, “A Unified Approach to Preserving Cultural Software Objects and their Development Histories.” Graduate Research Project, UC Santa Cruz: Center for Games & Playable Media, 2014. Retrieved from: http://escholarship.org/uc/item/0wg4w6b9.
  • Kaltman, Eric. Noah Wardrip-Fruin, Mitch Mastroni, Henry Lowood, Greta De Groat, Glynn Edwards, Marcia Barrett, and Christy Caldwel. “Implementing Controlled Vocabularies for Computer Game Platforms and Media Formats in SKOS.” Journal of Library Metadata 16, no. 1 (2016): 1-22.
  • Kelty, Christopher M. Two Bits: The Cultural Significance of Free Software. Durham: Duke University Press, 2008.
  • Kirschenbaum, Matthew G. Mechanisms: New Media and the Forensic Imagination. Cambridge: MIT Press, 2012.
  • Kirschenbaum, Matthew G., Erika L. Farr, Kari M. Kraus, Naomi Nelse, Catherine Stollar Peters, Gabriela Redwine, and Doug Reside. “Digital Materiality: Preserving Access to Computer as Complete Environments.” iPress 2009: the Sixth International Conference on the Preservation of Digital Objects (October 5, 2009): 105-112.
  • Kirschenbaum, Matthew G., Richard Ovenden, Gabriela Redwine, and Rachel Donahue. Digital Forensics and Born-Digital Content in Cultural Heritage Collections. Washington, D.C: Council on Library and Information Resources, 2010.
  • Kott, Katherine. “Digital Repository Best Practices for Cultural Heritage Organizations.” Best practices document, Computer History Museum, February 3, 2012. Retrieved from http://www.computerhistory.org/atchm//wp-content/uploads/2012/09/Best_Practices_Report_2012-02.pdf.
  • Kraus, Kari. “‘A Counter-Friction to the Machine’: What Game Scholars, Librarians, and Archivists can Learn from Machinima Makers about User Activism.” Journal of Visual Culture 10, no. 1 (2011): 100-112.
  • Laflaquière, Julien. “Les ‘Autres’ Application des Technologies Peer-to-Peer.” Association Multitudes 2, no. 21 (2005): 59-68.
  • Lavoie, Brian and Locan Dempsey, “Thirteen Ways of Looking at…Digital Preservation.” D-Lib Magazine 10, no. 7/8 (July/August 2004). Accessed July 19, 2017.  http://www.dlib.org/dlib/july04/lavoie/07lavoie.html?pagewanted=all.
  • Lee, Jin Ha, Rachel Ivy Clarke and Andrew Perti. “Empirical Evaluation of Metadata for Video Games and Interactive Media.” Journal of the Association for Information Science and Technology 66, no. 12 (2015): 2609-2625.
  • Libby, Jeffrey S. “The Best Games in Life are Free? Videogame Emulation in a Copyrighted World.” Suffolk University Law Review 36, no. 3 (2003): 843-861.
  • Mahoney, Michael S. “What Makes the History of Software Hard.” IEEE Annals of the History of Computing 30, no. 3 (July-September 2008): 8-18.
  • Navarrete, Trilce. and John Mackenzie Owen. “Museum Libraries: How Digitization Can Enhance the Value of the Museum.” Palabra Clave 1, no. 1 (2011): 12-20.
  • Newman, Michael Z. Atari Age: The Emergence of Video Games in America. Cambridge: MIT Press, 2017.
  • Nordicity. “Canada’s Video Game Industry in 2015: Final report.” Report, Nordicity, August 2015. Retrieved from: http://www.nordicity.com/media/20151210faaebhea.pdf.
  • Nowak, Peter. “A Missed Opportunity.” CBC News. Published September 13, 2010. http://www.cbc.ca/news/technology/a-missed-opportunity-1.938438.
  • Open Preservation Foundation. “Shared development.” Accessed July 19, 2017. http://openpreservation.org/technology/principles/shared-development/.
  • Parikka, Jussi. What is Media Archaeology?. Cambridge, UK;Malden, MA;: Polity Press, 2012.
  • Paul, Leonard, J. “Canadian Content In video Games.” Conference Paper, DiGRA ’05 – Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play, Vancouver, Canada, June 16-20, 2005. Retrieved from: http://www.digra.org/wp-content/uploads/digital-library/06276.50521.pdf.
  • Risen, Clay. “Pac Rat: The fight to preserve old video games from bit rot, obsolescence, and cultural oblivion.” The Atlantic, March 2010. https://www.theatlantic.com/magazine/archive/2010/03/pac-rat/307911/.
  • Scheid, Maria. “New DMCS Exemptions.” Ohio State University Libraries. Accessed on April 20, 2017. https://library.osu.edu/blogs/copyright/2015/12/30/new-dmca-exemptions/.
  • Shustek, Len “Microsoft MS-DOS Early Source Code.” Computer History Museum. Last modified on March 25, 2014. http://www.computerhistory.org/atchm/microsoft-ms-dos-early-source-code/.
  • Shustek, Len. “Microsoft Word for Windows Version 1.1a Source Code.” Last modified on March 25, 2014. http://www.computerhistory.org/atchm/microsoft-word-for-windows-1-1a-source-code/.
  • Simon, Bart. “Geek Chic: Machines Aesthetics, Digital Gaming, and the Cultural Politics among Computer Game Modding Culture.” Games and Culture, 5, no. 3 (2007): 239-255.
  • Smithsonian Institution “Creating a Digital Smithsonian: Digitization Strategic Plan,” Strategic Plan, Smithsonian Institution, Washington DC, 2010. Retrieved from: https://www.si.edu/content/pdf/about/2010_si_digitization_plan.pdf.
  • Smithsonian Institution Archives. “Preservation Strategies for Born-Digital Materials.” Accessed July 18, 2017. https://siarchives.si.edu/what-we-do/digital-curation/preservation-strategies-born-digital-materials.
  • Software Preservation Society. “Bit Rot.” Last modified May 07, 2009. http://www.softpres.org/glossary:bit_rot.
  • Software Preservation Society. “The Importance or Digital Preservation.” Last modified June 21, 2006. http://www.softpres.org/article:importance_of_digital_preservation
  • Sotamaa, Olli. “Artifact.” In The Routledge Companion to Video Game Studies edited by Mark J. P. Wolf and Bernard Perron, New York: Routledge, 2013.
  • Sotamaa, Olli. “When the Game Is Not Enough: Motivations and Practices among Computer Game Modding Culture.” Games and Culture 5, no. 3 (2010): 239-255.
  • Steinmueller, Edward W. “The U.S. Software Industry: An Analysis and Interpretive History.” In The International Computer Software Industry, Edited by David C. Mowery, 15-52. Oxford: Oxford University Press, 1996.
  • Swalwell, Melanie. “Towards the Preservation of Local Computer Game Software: Challenges, Strategies, Reflections.” Convergence 15, no. 3 (2009): 263-279.
  • The Library of Congress. “Preserving Digital Culture.” Accessed July 19, 2017. http://www.digitalpreservation.gov/swf/activity.swf.
  • Tyson, Jeff. “How Video Game Systems Work.”  How Stuff Works. http://electronics.howstuffworks.com/video-game.htm.
  • U.S. Copyright Office, Library of Congress, “Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies,” 2015-27212, October 28, 2015, https://www.federalregister.gov/documents/2015/10/28/2015-27212/exemption-to-prohibition-on-circumvention-of-copyright-protection-systems-for-access-control.
  • Wilson, Jason and Melanie Swalwell. The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics. Jefferson, N.C: McFarland & Co, 2008.
  • Wilson, R. J. “Digital Heritage: Behind the Scenes of the Museum Website.” Museum Management and Curatorship 26, no. 4 (October 2011): 373-389.
  • Wolf, Mark J. P. and Bernard Perron, eds. The Routledge Companion to Video Game Studies, New York: Routledge, 2013.
  • Zarembsky, Ilya. “How Will Historians Study Video Games?” The Atlantic. Published on November 29, 2013. https://www.theatlantic.com/entertainment/archive/2013/11/how-will-historians-study-video-games/281767/.