David Wolinsky papers, 2014-2022
- Physical description
- 0.2 linear feet (1 half manuscript box)
- 22 gigabytes
At the library

Special Collections
On-site access
Researchers can request to view these materials in the Special Collections Reading Room. Request materials at least 2 business days in advance. Maximum 5 items per day.
Call number | Note | Status |
---|---|---|
M2634 | In-library use |
More options
Description
Creators/Contributors
- Author/Creator
- Wolinsky, David.
Contents/Summary
- Summary
- The collection consists of 22 gigabytes of digital content, which consist of approximately 310 interviews, as well as notes and supporting documents, from the "Don't Die: Voices from the Videogame Trenches" series (https://nodontdie.com/), of which Wolinsky is the creator. The collection also contains 2 magazines, 9 notebooks, 3 pins and notes.
Subjects
Bibliographic information
- Earliest date
- 2014
- Latest date
- 2022
- Access
- Open for research. Note that material must be requested at least 36 hours in advance of intended use. Selected digital content has been processed; approximately 290 audio interview files are open for research. The rest of the digital collection is closed until processed.
- Cite as
- [identification of item], David Wolinsky papers (M2634). Dept. of Special Collections and University Archives, Stanford University Libraries, Stanford, California
- Terms
- While Special Collections is the owner of the physical and digital items, permission to examine collection materials is not an authorization to publish. These materials are made available for use in research, teaching, and private study. Any transmission or reproduction beyond that allowed by fair use requires permission from the owners of rights, heir(s) or assigns. See: http://library.stanford.edu/spc/using-collections/permission-publish
- Source
- Gift, 2020, 2022. Accessions 2020-261, 2022-064.
- Note
- "Don't Die" (2014-present) is an interview series locking horns with videogames as a beloved, but often misunderstood and maligned cultural force. But it isn't really only about videogames. It's an attempt to take stock of and understand the ways that videogames and their close cousins, the internet and social media, have blended and helped define lines in the digital sand that decide, dictate, and influence what we pay attention to and who we care about -- and how deeply. [from https://nodontdie.com/about]