A paper from the collection
What a screenshot can and cannot document

A screenshot is good at preserving an arrangement of visible elements at one moment. It is poor at showing timing, control response or the sequence that led there. A still image can support a claim about a menu label; it cannot by itself prove that a game feels responsive.
When making a research capture from software you may lawfully use, record the version, resolution, display mode and relevant settings. State whether the image is an unaltered capture, a crop or an annotated explanation. An annotation should remain visibly separate from the game’s own interface.
For motion or sound, consider a written sequence or appropriately authorised recording. A series of stills can help, but do not imply that equal spacing on a page means equal time between frames. Include timing information when timing matters.
Avoid treating promotional screenshots as direct evidence of ordinary play. They have a source and a purpose of their own. The distinction does not make them worthless; it changes the question they can answer. A well-labelled promotional image can document how a game was presented, even when it cannot establish exactly what a released build displayed.
A source to add or a distinction to improve?
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