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Analysis · 1990

What a game asks us to do

Genre becomes clearer when we look at the actions and constraints that organize play. A setting matters, but it cannot classify a game on its own or tell us how players experienced it.

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Analysis · 1990

What a Package Cannot Tell on Its Own

Recipes, packaging and archival documents offer different kinds of evidence about food. Separating them helps distinguish commercial promotion from everyday practice without asking any one source to prove more than it can.

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Analysis · 1990

A console defined by licensable specifications

The 3DO case illustrates an unusual industrial-design and business decision: offering hardware specifications that third parties could license instead of limiting manufacture to one company. The available documentation also makes clear where claims about that strategy must stop.

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Analysis · 1990

What remains of television after the broadcast ends

Television archives make older programmes accessible again, but preserving a broadcast and making it available are different tasks. RTVE offers a way to explore what an archive can—and cannot—tell us about Spanish television from 1970 to 2000.

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Analysis · 1990

Before the web became an archive

A museum’s early presence on the internet and the later preservation of websites raise a shared question: what deserves to remain when digital material changes or disappears?

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