Retro gaming (English Wikipedia)

Analysis of information sources in references of the Wikipedia article "Retro gaming" in English language version.

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arstechnica.com (Global: 388th place; English: 265th place)

cbc.ca (Global: 115th place; English: 82nd place)

  • When Nintendo fought a device that gave Mario 'new superpowers'. (2020, November 18). CBC News. Retrieved January 19, 2023, from https://www.cbc.ca/news

cnn.com (Global: 28th place; English: 26th place)

com. (Global: low place; English: low place)

kotaku.com.

  • Zwiezen, Z. (2021, August 14). Nintendo orders ROM site to 'Destroy' all its games, or else. Kotaku. Archived from the original on 14 August 2021. Retrieved from https://www.kotaku.com.

crunchyroll.com (Global: 547th place; English: 401st place)

deathshadow.com (Global: low place; English: low place)

doi.org (Global: 2nd place; English: 2nd place)

  • Yuri Takhteyev; Quinn DuPont (2013). "Retrocomputing as Preservation and Remix" (PDF). IConference 2013 Proceedings. University of Toronto: 422–432. doi:10.9776/13230 (inactive July 12, 2025). hdl:2142/38392. Archived from the original (PDF) on February 13, 2018. Retrieved March 26, 2016. This paper looks at the world of retrocomputing, a constellation of largely non-professional practices involving past computing technology. Retrocomputing includes many activities that can be seen as constituting 'preservation.' At the same time, it is often transformative, producing assemblages that 'remix' fragments from the past with newer elements or joining together historic components that were never combined before. While such 'remix' may seem to undermine preservation, it allows for fragments of computing history to be reintegrated into a living, ongoing practice, contributing to preservation in a broader sense. The seemingly unorganized nature of retrocomputing assemblages also provides space for alternative 'situated knowledges' and histories of computing, which can sometimes be quite sophisticated. Recognizing such alternative epistemologies paves the way for alternative approaches to preservation.{{cite journal}}: CS1 maint: DOI inactive as of July 2025 (link)

engadget.com (Global: 466th place; English: 349th place)

eurogamer.net (Global: 288th place; English: 218th place)

eurogamer.pl (Global: low place; English: low place)

gamescriticism.org (Global: low place; English: low place)

  • Heineman, David S. (January 22, 2014). "Public Memory and Gamer Identity: Retrogaming as Nostalgia". Journal of Games Criticism. Vol. 1, no. 1. pp. 1–24. Archived from the original on February 14, 2016. Retrieved February 22, 2016.

gamesindustry.biz (Global: 1,124th place; English: 697th place)

gamesradar.com (Global: 376th place; English: 257th place)

giantbomb.com (Global: 2,694th place; English: 1,969th place)

handle.net (Global: 102nd place; English: 76th place)

hdl.handle.net

  • Yuri Takhteyev; Quinn DuPont (2013). "Retrocomputing as Preservation and Remix" (PDF). IConference 2013 Proceedings. University of Toronto: 422–432. doi:10.9776/13230 (inactive July 12, 2025). hdl:2142/38392. Archived from the original (PDF) on February 13, 2018. Retrieved March 26, 2016. This paper looks at the world of retrocomputing, a constellation of largely non-professional practices involving past computing technology. Retrocomputing includes many activities that can be seen as constituting 'preservation.' At the same time, it is often transformative, producing assemblages that 'remix' fragments from the past with newer elements or joining together historic components that were never combined before. While such 'remix' may seem to undermine preservation, it allows for fragments of computing history to be reintegrated into a living, ongoing practice, contributing to preservation in a broader sense. The seemingly unorganized nature of retrocomputing assemblages also provides space for alternative 'situated knowledges' and histories of computing, which can sometimes be quite sophisticated. Recognizing such alternative epistemologies paves the way for alternative approaches to preservation.{{cite journal}}: CS1 maint: DOI inactive as of July 2025 (link)

hardcoregaming101.net (Global: 3,970th place; English: 2,277th place)

blog.hardcoregaming101.net

heise.de (Global: 766th place; English: 3,515th place)

igcritic.com (Global: low place; English: low place)

ign.com (Global: 53rd place; English: 44th place)

illinois.edu (Global: 1,349th place; English: 866th place)

ideals.illinois.edu

  • Yuri Takhteyev; Quinn DuPont (2013). "Retrocomputing as Preservation and Remix" (PDF). IConference 2013 Proceedings. University of Toronto: 422–432. doi:10.9776/13230 (inactive July 12, 2025). hdl:2142/38392. Archived from the original (PDF) on February 13, 2018. Retrieved March 26, 2016. This paper looks at the world of retrocomputing, a constellation of largely non-professional practices involving past computing technology. Retrocomputing includes many activities that can be seen as constituting 'preservation.' At the same time, it is often transformative, producing assemblages that 'remix' fragments from the past with newer elements or joining together historic components that were never combined before. While such 'remix' may seem to undermine preservation, it allows for fragments of computing history to be reintegrated into a living, ongoing practice, contributing to preservation in a broader sense. The seemingly unorganized nature of retrocomputing assemblages also provides space for alternative 'situated knowledges' and histories of computing, which can sometimes be quite sophisticated. Recognizing such alternative epistemologies paves the way for alternative approaches to preservation.{{cite journal}}: CS1 maint: DOI inactive as of July 2025 (link)

komiksfestiwal.com (Global: low place; English: low place)

  • "Strefa gier wideo". Międzynarodowy Festiwal Komiksu i Gier w Łodzi (in Polish). Retrieved October 7, 2025.

kotaku.com (Global: 401st place; English: 271st place)

moma.org (Global: 1,761st place; English: 1,749th place)

nintendo.com (Global: 1,946th place; English: 1,282nd place)

polygon.com (Global: 180th place; English: 133rd place)

racketboy.com (Global: low place; English: low place)

retrogames.info (Global: low place; English: low place)

rockpapershotgun.com (Global: 1,438th place; English: 877th place)

  • Walker, John (November 22, 2007). "RPS Exclusive: Gabe Newell Interview". Rock, Paper, Shotgun. Retrieved June 28, 2013. The worst days [for game development] were the cartridge days for the NES. It was a huge risk – you had all this money tied up in silicon in a warehouse somewhere, and so you'd be conservative in the decisions you felt you could make, very conservative in the IPs you signed, your art direction would not change, and so on. Now it's the opposite extreme: we can put something up on Steam, deliver it to people all around the world, make changes. We can take more interesting risks.... Retail doesn't know how to deal with those games. On Steam [a digital distributor] there's no shelf-space restriction. It's great because they're a bunch of old, orphaned games.

shoryuken.com (Global: low place; English: low place)

techradar.com (Global: 1,521st place; English: 944th place)

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wired.co.uk (Global: 2,053rd place; English: 1,340th place)

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wisegeek.com (Global: 4,238th place; English: 3,536th place)

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worldofspectrum.org (Global: 8,634th place; English: 5,821st place)