{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,4]],"date-time":"2026-05-04T23:21:04Z","timestamp":1777936864729,"version":"3.51.4"},"reference-count":35,"publisher":"SAGE Publications","issue":"10","license":[{"start":{"date-parts":[[2017,7,19]],"date-time":"2017-07-19T00:00:00Z","timestamp":1500422400000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/journals.sagepub.com\/page\/policies\/text-and-data-mining-license"}],"content-domain":{"domain":["journals.sagepub.com"],"crossmark-restriction":true},"short-container-title":["New Media &amp; Society"],"published-print":{"date-parts":[[2017,10]]},"abstract":"<jats:p>Preserving a historically significant video game frequently requires either preserving or adapting a touchable interface for contemporary use. While control techniques are often evaluated in terms of fidelity between in- and out-of-game actions, this essay emphasizes several ways that fidelity must be actively constructed. Bringing a haptic perspective on video gaming into conversation with game history and preservation, this essay examines ways that textual materials surrounding and supplementing a work can be used to construct haptic fidelity. The video game Q*bert is selected as a case study both because of its historical and cultural significance and because it makes idiosyncratic use of controller and force-feedback technologies. The essay concludes that playing Q*bert in a preservation setting requires several unique accommodations at the level of touchable interface, and each accommodation illustrates another way that supplementary texts help construct historical haptic fidelity.<\/jats:p>","DOI":"10.1177\/1461444817717511","type":"journal-article","created":{"date-parts":[[2017,7,20]],"date-time":"2017-07-20T12:27:59Z","timestamp":1500553679000},"page":"1581-1598","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":12,"title":["How do I hold this thing? Controlling reconstructed\n                    <i>Q*berts<\/i>"],"prefix":"10.1177","volume":"19","author":[{"given":"James A","family":"Hodges","sequence":"first","affiliation":[{"name":"Rutgers University, USA"}]}],"member":"179","published-online":{"date-parts":[[2017,7,19]]},"reference":[{"key":"bibr1-1461444817717511","unstructured":"Antonelli P (2012) Video games: 14 in the collection, for starters. Moma: Collection & Exhibitions, Design. Available at: https:\/\/web.archive.org\/web\/20121201220013\/http:\/\/www.moma.org\/explore\/inside_out\/2012\/11\/29\/video-games-14-in-the-collection-for-starters\/"},{"key":"bibr2-1461444817717511","unstructured":"Apple Inc. (2017) Human Interface Guidelines. 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