This paper explores the Designated Community term within the Open Archival Information System (OAIS) Reference Model. Information practitioners, particularly those who work with varied populations and popular materials such as public-or state-sponsored libraries and museums, complain that this term is counter to their professional, ethical, and legal mandates to serve many types of user. Using interview data from digital preservation practitioners and scholars as well as interview data from OAIS authors, the author examines the meaning and history behind this term and what it prescribes for professional digital preservation practice. This work juxtaposes contentions of digital preservation practitioners with explanations provided by the authors of OAIS about the Designated Community term. The findings in this paper support the author's contention that alternative digital preservation models and metrics are necessary within cultural heritage institutions, like libraries and museums, to meet the professional standards of practice in those areas and to ensure the inclusion of broad populations within the user bases of digital repositories.
This article extends previous work known as Preserving Virtual Worlds II (PVWII), funded through a grant from the Institute of Museum and Library Services. The author draws on interview data collected from video game developers, content analysis of several long-running video game series, as well as the project’s advisory board and researcher reports. This paper exposes two fundamental challenges in creating metrics and specifications for the preservation of virtual worlds; namely, that there is no one type of user or designated video game stakeholder community, and that significant properties of games cannot always be located in code or platform. The PVWII data serve to explain why existing ideas about preservation of video games are inadequate when games are treated as digital cultural heritage. Preservation specialists need to bind nebulous and dynamic digital objects, a process that is necessary while inherently artificial.
PurposeThe purpose of this article is to investigate digital public spaces and audiences and to explore the relationship of digital public spaces to both ideas of nationhood and physical public institutions.Design/methodology/approachThe article investigates tensions arising from the conjuncture of public spaces and digital culture through the lens of the Digital Public Library of America (DPLA). This research uses qualitative content analysis of a range of data sources including semi-structured interviews, primary texts and secondary texts.FindingsThe construction of the public library space as a digital entity does not attract anticipated audiences. Additionally, the national framing of the DPLA is not compatible with how audiences engage with digital public spaces.Originality/valueDrawing on original, qualitative data, this article engages with the prevalent but undertheorized concept of digital public spaces. The article addresses unreflexive uses of the digital public and the assumptions connected to the imagined audiences for platforms like the DPLA.
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