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The Artificial Scarcity and Preservation of Video Games as Digital Goods

Gharbi, Sami (2021)

dc.contributor.authorGharbi, Sami
dc.date.accessioned2021-04-22T11:59:45Z
dc.date.available2021-04-22T11:59:45Z
dc.date.issued2021-
dc.identifier.urihttp://www.theseus.fi/handle/10024/494923
dc.description.abstractThe goal of this thesis was to discuss the way digitally distributed games are kept available as cultural heritage. Digital distribution has become an increasingly popular way of dispatching games, but it makes game preservation more challenging. Digital distribution platforms and online games shut down over time, leaving nothing behind if not properly preserved. A literature review was used to research the history of digital distribution games through several decades. The evolution of these services was examined in order to present advantages, drawbacks and reoccurring patterns. A survey was done in order to gauge current opinions on the digital gaming market. A small sample of young adults with an interest in gaming were asked about their use of digital games and digital distribution services. Case studies on game preservation were conducted, analysing cases of digital games being lost and preserved. This was done in order to bring light to game preservation techniques. The research was successful in summarizing the various facets of digital distribution and its impact of game preservation and bringing awareness to its issues. The conclusion lists potential solutions to help keep digitally distributed games playable in the future.-
dc.language.isoeng-
dc.rightsfi=All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.|sv=All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.|en=All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.|-
dc.titleThe Artificial Scarcity and Preservation of Video Games as Digital Goods-
dc.type.ontasotfi=AMK-opinnäytetyö|sv=YH-examensarbete|en=Bachelor's thesis|-
dc.identifier.urnURN:NBN:fi:amk-202104225430-
dc.subject.degreeprogramfi=Media-ala|sv=Mediebranschen|en=Media|-
dc.subject.ysodigital games-
dc.subject.ysovideo games-
dc.subject.ysoonline games-
dc.subject.ysoscarcity-
dc.subject.ysoconsumer behaviour-
dc.subject.disciplineDegree programme in Game Design-
annif.suggestions.linkshttp://www.yso.fi/onto/yso/p22353|http://www.yso.fi/onto/yso/p17281|http://www.yso.fi/onto/yso/p3453|http://www.yso.fi/onto/yso/p6062|http://www.yso.fi/onto/yso/p22610|http://www.yso.fi/onto/yso/p25969|http://www.yso.fi/onto/yso/p9743|http://www.yso.fi/onto/yso/p21628|http://www.yso.fi/onto/yso/p8576|http://www.yso.fi/onto/yso/p9343en


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