{"title":"博物馆:体验记忆档案创建的建议","authors":"Jon Saklofske","doi":"10.21810/pop.2019.004","DOIUrl":null,"url":null,"abstract":"The visibility and longevity of popular and well-known massively multiplayer online (MMO) communities (World of Warcraft, Second Life) eclipse a greater number of virtual worlds that have been abandoned. While hundreds of inactive and closed-down massively multiplayer online role playing games (MMORPGs) have been documented, most online virtual worlds are not included in archival and preservation initiatives due to issues relating to intellectual property and proprietary technologies, and most MMORPG ghost towns are not even accessible online. Their evaporated geographies live on only in the memories and stories posted by players to archived message forums. What if these worlds could be booted up once again, not to play in, but to explore as virtual archaeology sites, sites redesigned to host stories and memories from the players that once inhabited and originally populated these architectures with action, conflict, cooperation, and event? Such virtual archive spaces would feature player experiences and emergent narratives, represented as embedded narratives in a simulated recreation of the computer-generated geographies that they took place in, so that visitors to such sites experience a sense of presence as they receive a combination of both experience and story that preserves these spaces as lived worlds. Using the now-defunct City of Heroes MMO as an example, this paper discusses ways of directly involving diasporic communities of players in the memorialization of virtual spaces that they once inhabited.","PeriodicalId":108824,"journal":{"name":"Proceedings from the January 2019 INKE Meeting, 'Understanding and Enacting Open Scholarship'.","volume":"101 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"MMOmuseums: A Proposal for the Creation of Experiential Memory Archives\",\"authors\":\"Jon Saklofske\",\"doi\":\"10.21810/pop.2019.004\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The visibility and longevity of popular and well-known massively multiplayer online (MMO) communities (World of Warcraft, Second Life) eclipse a greater number of virtual worlds that have been abandoned. While hundreds of inactive and closed-down massively multiplayer online role playing games (MMORPGs) have been documented, most online virtual worlds are not included in archival and preservation initiatives due to issues relating to intellectual property and proprietary technologies, and most MMORPG ghost towns are not even accessible online. Their evaporated geographies live on only in the memories and stories posted by players to archived message forums. What if these worlds could be booted up once again, not to play in, but to explore as virtual archaeology sites, sites redesigned to host stories and memories from the players that once inhabited and originally populated these architectures with action, conflict, cooperation, and event? Such virtual archive spaces would feature player experiences and emergent narratives, represented as embedded narratives in a simulated recreation of the computer-generated geographies that they took place in, so that visitors to such sites experience a sense of presence as they receive a combination of both experience and story that preserves these spaces as lived worlds. Using the now-defunct City of Heroes MMO as an example, this paper discusses ways of directly involving diasporic communities of players in the memorialization of virtual spaces that they once inhabited.\",\"PeriodicalId\":108824,\"journal\":{\"name\":\"Proceedings from the January 2019 INKE Meeting, 'Understanding and Enacting Open Scholarship'.\",\"volume\":\"101 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-10-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings from the January 2019 INKE Meeting, 'Understanding and Enacting Open Scholarship'.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.21810/pop.2019.004\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings from the January 2019 INKE Meeting, 'Understanding and Enacting Open Scholarship'.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21810/pop.2019.004","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
流行的大型多人在线(MMO)社区(《魔兽世界》、《第二人生》)的可见性和持久性使大量已被抛弃的虚拟世界黯然失色。虽然有数以百计的不活跃和关闭的大型多人在线角色扮演游戏(MMORPG)被记录在案,但由于与知识产权和专有技术有关的问题,大多数在线虚拟世界都不包括在存档和保存计划中,而且大多数MMORPG的鬼城甚至无法在线访问。他们消失的地理位置只存在于玩家在存档信息论坛上发布的记忆和故事中。如果这些世界可以重新启动,不再是玩游戏,而是作为虚拟考古遗址进行探索,这些遗址被重新设计,承载了曾经居住过的玩家的故事和记忆,并最初在这些建筑中充满了行动、冲突、合作和事件,会怎么样?这样的虚拟档案空间将突出玩家体验和突发叙事,以计算机生成的地理模拟再现的嵌入式叙事形式呈现,这样访问这些网站的访问者就能在体验和故事的结合中体验到存在感,从而将这些空间保留为真实的世界。本文以现已关闭的MMO游戏《City of Heroes》为例,讨论了如何让散居的玩家社区直接参与到他们曾经居住过的虚拟空间的纪念活动中。
MMOmuseums: A Proposal for the Creation of Experiential Memory Archives
The visibility and longevity of popular and well-known massively multiplayer online (MMO) communities (World of Warcraft, Second Life) eclipse a greater number of virtual worlds that have been abandoned. While hundreds of inactive and closed-down massively multiplayer online role playing games (MMORPGs) have been documented, most online virtual worlds are not included in archival and preservation initiatives due to issues relating to intellectual property and proprietary technologies, and most MMORPG ghost towns are not even accessible online. Their evaporated geographies live on only in the memories and stories posted by players to archived message forums. What if these worlds could be booted up once again, not to play in, but to explore as virtual archaeology sites, sites redesigned to host stories and memories from the players that once inhabited and originally populated these architectures with action, conflict, cooperation, and event? Such virtual archive spaces would feature player experiences and emergent narratives, represented as embedded narratives in a simulated recreation of the computer-generated geographies that they took place in, so that visitors to such sites experience a sense of presence as they receive a combination of both experience and story that preserves these spaces as lived worlds. Using the now-defunct City of Heroes MMO as an example, this paper discusses ways of directly involving diasporic communities of players in the memorialization of virtual spaces that they once inhabited.