2020
DOI: 10.1177/1555412020955084
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(Re)Playing (with) Video game History: Moving beyond Retrogaming

Abstract: This article will argue that the current literature on retrogaming as a practice and the retrogamer as a subject has been lacking in fully describing the variety of practices and subjects that engage with old games. Based on data collected by interviewing nine self-described Danish retrogamers, three motivations for engaging with old games, besides nostalgia, are identified. These motivations are typologized into three player types: amateur archaeologists, amateur art historians, and techno-historians. Followi… Show more

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Cited by 6 publications
(6 citation statements)
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References 17 publications
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“…This distinction, I believe, will have real use for future research into temporalization practices, but only on a case-by-case basis for the simple reason that nostalgia can only ever describe one element of many that characterize game temporalization. As Kristian Redhead Ahm (2021) has recently noted in his study of retrogamers’ motivations, nostalgia is unstable, with retrogamers moving between Boym's categories over time. Furthermore, the market realities of temporalized games are such that they need to appeal to newcomers as much as longt-time fans, meaning that nostalgia is, at least as a rule of thumb, only ever partially highlighted in the design and marketing of temporalized games.…”
Section: What Is Temporalization? Definitions and Literature Reviewmentioning
confidence: 99%
“…This distinction, I believe, will have real use for future research into temporalization practices, but only on a case-by-case basis for the simple reason that nostalgia can only ever describe one element of many that characterize game temporalization. As Kristian Redhead Ahm (2021) has recently noted in his study of retrogamers’ motivations, nostalgia is unstable, with retrogamers moving between Boym's categories over time. Furthermore, the market realities of temporalized games are such that they need to appeal to newcomers as much as longt-time fans, meaning that nostalgia is, at least as a rule of thumb, only ever partially highlighted in the design and marketing of temporalized games.…”
Section: What Is Temporalization? Definitions and Literature Reviewmentioning
confidence: 99%
“…58 Years before, the invention and threat of photography had a particularly large impact on the visual arts, which was faced with the creation of a new art form that, as Kenneth Goldsmith argues, was "so much better at replicating reality that, in order to survive, painting had to alter its course rapidly", resulting in impressionism. 59 More than simply affecting the way we represent reality, technologies such as X-ray imaging changed the way reality was understood, giving us sight of things that were once beyond our perception. Suddenly, as with photography's ability to capture moments in time, and the radio's ability to allow us to hear what isn't present, x-ray imagery allowed humankind to see the unseen, and reach beyond our sensual capabilities.…”
Section: Technological Physical and Metaphysical Bodiesmentioning
confidence: 99%
“…Serge, focusing on the positive aspects of such hybridisation, is thrilled by the idea when "he imagines the whole process playing out backwards: brain and connecting rod merging to form one, ultra-intelligent organ […] a whole new, streamlined mechanism." 59 McCarthy depicts Serge as a man interested in the physical connection between man and machine, and the ways in which technology can create something new in conjunction with humanity. This newness is erotically exciting to Serge, and McCarthy shows us how reliant he is on this technology when, in the air, his spark set stops working and "it feels as though he were flying naked as though […] he himself were the thing riding the air's frequency, pulsing right up against it."…”
Section: Take the Cylinder Out Of My Kidneys The Connecting Rod Out O...mentioning
confidence: 99%
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