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Monday, October 24, 2011

Weston Woods Studios

From Wikipedia, the free encyclopedia

Weston Woods Studios is a production company that makes audio and short films based on well-known books for children. It was founded in 1953 by Morton Schindel in Weston, Connecticut, and named after the wooded area near his home. The company's first project was Andy and the Lion in 1954, and its first animated film was The Snowy Day in 1963. Starting in 1968, Weston Woods began a long collaboration with animatorGene Deitch and opened international offices in Henley-on-Thames, England, UK, in 1972; Canada in 1975; and Australia in 1977. In addition to making the films, the company also conducted intrviews with the writers, illustrators, and makers of the films. The films appeared on children's television programs such as Captain Kangaroo and Eureeka's Castle.[1] In the mid-1980s, the films were released on VHS under the Children's Circle titles.

Beginning in 1968, the company also made filmstrips and audio recordings synchronized to them, which became known as the Picture Book Parade. Many of these recordings were narrated by actor Owen Jordan and were different recordings from the films.

In 1996, the company was acquired by Scholastic Corporation.[2]

[edit]See also

[edit]References

  1. ^ "Hand-to-hand Comedy" (7 September 1990). Retrieved on 25 October 2008.
  2. ^ "Scholastic—About Us", Retrieved on 25 October 2008.

[edit]

Tuesday, October 11, 2011

Playing Games With Cultural Heritage: A Comparative Case Study Analysis of the Current Status of Digital Game Preservation

http://gac.sagepub.com/content/6/4/373.abstract

  1. Joanna Barwick
    1. Department of Information Science, Loughborough University, Loughborough, Leicestershire, UK,J.P.L.Barwick2@lboro.ac.uk
  1. James Dearnley
    1. Department of Information Science, Loughborough University, Loughborough, Leicestershire, UK
  1. Adrienne Muir
    1. Department of Information Science, Loughborough University, Loughborough, Leicestershire, UK

Abstract

Digital games are major part of popular culture. They are also an important part of the history of play and as such they deserve to take their rightful place in our cultural legacy. However, they have received little attention in the academic literature on preservation. Despite this lack of interest, some institutions have recognized the significance of preventing the loss of these valuable materials but to what extent is their longevity ensured? What is the current status of game preservation? What are the challenges facing institutions as they ‘‘play games with cultural heritage?’’ This article provides an overview of the current state of play and, using a comparative case study analysis, provides an insight into the issues, which lie ahead.