Exhibiting The Hobbit

A tale of memories and microcomputers

Auteurs-es

  • Helen Stuckey Flinders University of Adelaide Auteur-e

Mots-clés :

le hobbit, aventure textuel, plateformes, culture des joueurs

Résumé

The challenge of collecting and exhibiting videogames is a significant issue for contemporary museums. This paper provides a case study of Beam Software’s successful text adventure of the 1980s, The Hobbit, which offers some insight to the challenge of videogames for museums. The Hobbit is an exemplary text in this regard because it exists in so many variant forms, which raises questions about what/where/ and which one is the game.

Références

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Media Art.” Leonardo 41.4 (2008): 420–421. Online

Megler, Veronika., Mitchell, Philip. and Milgrom, Alfred. des. The Hobbit, Beam Software, 1982-1987. ZX Spectrum, Commodore64, BBC Micro, Amstrad, Dragon 32, Oric, MSX, Apple II, Macintosh, PC Booter. Videogame

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Stuckey, Helen, and Melanie Swalwell. “Retro-Computing Community Sites and the Museum.” The Handbook of Digital Games. Ed. Harry Agius and Marios Angelides. IEEE/Wiley, Forthcoming. Print.

Stuckey, Helen, Melanie Swalwell, and Angela Ndalianis. “The Popular Memory Archive: Collecting and Exhibiting Player Culture from the 1980s.” Making the History of Computing Relevant. Ed. Arthur Tatnall. Berlin: IFIP Springer, 2013. Print.

Swalwell, Melanie. “Questions of Microcomputers’ Usefulness in 1980s Australia.” Media International Australia 143 (2012): 63–77. Print.

Winterdrake. “The Hobbit (ZX Spectrum, 1982) And How a Kid Became a Geek.” Winterdrake. 2011. Web. 10 Mar. 2013. Online

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Publié

01/01/2014

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Articles