RetroPauseVideo games
Thematic archive · Video games

Video games and the ways of playing that stayed with us

Latest additions

Contemporary

Preserving a game is not the same as preserving a playthrough

Doom offers a way to frame a present-day preservation question: retaining information, keeping software legible and recreating an experience are related aims, but not identical ones. The available evidence points to technical challenges as well as limits on what can be claimed.

Contemporary

A Video Game in a Museum Is Still Something to Play

Museums and archives can present video games as cultural works, but preserving and interpreting them raises a particular question: how do you exhibit something whose identity also depends on playing it?

Contemporary

Modding communities interpret the past, too

Research on historical strategy-game mods, gender, and video-game memory helps frame what can be documented about gaming communities—and what should remain an open question.

1990s

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.

2000s

Playing together does not always mean the same thing

A shared game can be local, networked, or described in terms of cooperation. The available sources allow us to distinguish these approaches, but not to collapse them into one history or date their development precisely.

Contemporary

Video game history is also built from what its sources leave unsaid

Research on video games draws on academic articles, university work and periodicals. This analysis considers how to read those sources carefully: what they document, what they only mention, and what they cannot establish about games and play experiences.

2000s

What Changes When Video Games Enter the Museum

Displaying video games in a museum is not just a matter of exhibiting machines: it also shapes which aspects of this culture become visible. The available sources point to a history of institutional interest and different ways of addressing design and industry, though they are not enough to reconstruct a complete chronology on their own.

2000s

Where video game history begins depends on what we count

Video game histories often seek a clear origin. The available sources show why experimentation, commercialization, genre, and cultural memory should be distinguished before any milestone is treated as a universal starting point.

Contemporary

A Video Game in a Museum Is More Than a Screen

Museums use video games to interpret collections while also facing questions about preservation, documentation, and experience. The available evidence points to a diverse field that remains under discussion.

Contemporary

When Video Games Enter the Story of Contemporary Art

A study of video games’ shift from everyday objects to contemporary art raises a retro-contemporary question: what does it take to preserve not only a work, but also the evidence and context needed to interpret it?

Contemporary

Video game history takes shape through different questions

The available evidence brings together studies on industry, localization, learning and accessibility. Rather than forcing them into a single chronology, it shows which aspects of video games are being studied—and where these sources fall short.