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dc.contributor.authorFernández-Vara, Clara
dc.contributor.authorMontfort, Nick
dc.date.accessioned2014-06-06T02:10:32Z
dc.date.available2014-06-06T02:10:32Z
dc.date.issued2014-06-05
dc.identifier.urihttp://hdl.handle.net/1721.1/87668
dc.description.abstractWe discuss four types of access to videogames that are analogous to the use of different sorts of editions in literary scholarship: (1) the use of hardware to play games on platforms compatible with the original ones, (2) emulation as a means of playing games on contemporary computers, (3) ports, which translate games across platforms, and (4) documentation, which can describe some aspects of games when they cannot be accessed and can supplement play. These different editions provide different information and perspectives and can be used in teaching and research in several ways.en_US
dc.language.isoenen_US
dc.relation.ispartofseriesTROPE;13-02
dc.rightsAttribution-ShareAlike 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by-sa/3.0/us/*
dc.titleVideogame Editions for Play and Studyen_US
dc.typeTechnical Reporten_US


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