Abstract
The notion of a “game port” appears in both: the popular discourse surrounding video games as well as the academic discourse. As pointed out in the literature, it is notoriously vague and often overlaps with other similar concepts, such as “conversion”. We show that the main reason for the murkiness of the notion of a “game port” is its close connection to the marketing narrative which changed during history. We argue, that despite the problematic nature of the concept of a “game port” it is indispensable in context such as game analysis and game preservation. For this reason, we propose a formal classification of different game versions suitable for future use in these selected contexts. © 2019 Authors & Digital Games Research Association DiGRA.
| Original language | English |
|---|---|
| Title of host publication | Proceedings of DiGRA 2019 Conference: Game, Play and the Emerging Ludo-Mix |
| Publisher | Digital Games Research Association (DiGRA) |
| Number of pages | 16 |
| Publication status | Published - Aug 2019 |
| Externally published | Yes |
| Event | 12th Digital Games Research Association International Conference, DiGRA 2019 - Kyoto, Japan Duration: 6 Aug 2019 → 10 Aug 2019 http://digra2019.org/ |
Publication series
| Name | Digital Games Research Association International Conference, DiGRA |
|---|
Conference
| Conference | 12th Digital Games Research Association International Conference, DiGRA 2019 |
|---|---|
| Place | Japan |
| City | Kyoto |
| Period | 6/08/19 → 10/08/19 |
| Internet address |
Research Keywords
- adaption
- clone
- conversion
- Port
- remaster
- reskin
- version
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