- Ludic Cartography. Mapping Gamespaces
- Past Projects
- Preserving Virtual Worlds
- Research and Publication
Just a short note to let everyone know that the previously announced project, "Preserving Virtual Worlds," funded by the U.S. Library of Congress, officially began quietly on 1 January. We are in business! We welcome contact from anyone interested in the work of historical preservation of digital games and virtual worlds.
Stanford Humanities Lab (SHL) is thrilled to announce the Metaverse U conference at Stanford University. This two day conference will be held on February 16th and 17th 2008 and feature speakers from a range of disciplines spanning industry and academia. Our lab has worked in virtual worlds for some years now and have seen interest in the space grow exponentially in recent years. We believe that the time has come for an event to tell the interesting stories from the evolving metaverse.
I'm teaching an on-line course for San Jose State University's School of Library & Information Science on "Games & Libraries." Last Friday, I tried something that I think might have been a first (though I'm not sure about that): having a class session not in Second Life (easy) but in World of Warcraft (crazy).
ABC News Video offers a short feature on NDIIPP (the National Digital Information Infrastrucure Preservation Program), who are sponsoring our game preservation project. You can see the feature here (there will be a short lead-in ad). If you stick to the end of the interview, you will see a bit on the "Preserving Virtual Worlds" project; that's us!
The U.S. Library of Congress has announced the recipients of a group of major grants in the new digital preservation program called Preserving Creative America (PCA). This program reprsents a new phase of the National Digital Information Infrastructure and Preservation Program (NDIIPP).
I'm happy to announce that the Machinima Archive has recently added its 500th title. Brewster Kahle said yes to the idea of adding this collection to the new Moving Image collections area of the Internet Archive in June 2003, four years ago. Today, the Machinima Archive is part of the growing "Animation & Cartoons" section of the vast and growing Moving Images collection.
Henry Lowood talks to German videogame magazine Game-Face about game preservation, game art, and the How They Got Game project at Stanford University. [mental note: Wow, I was able to use the word "game" five times in the same sentence...]
Here's an excerpt:
GameFace: Which basic difficulty do you face, when archiving games?
Nearly a year ago, I wondered about, "serious games? why not serious machinima?" on this blog. Well, it's happening. Consider the connection between One World Action (OWA) and the Online Machinima Film Festival (OMFF). One World Action "is working to create the power and opportunity for the poorest citizens to transform their own lives, and to challenge the international policies that make and keep people poor." That is certainly a serious agenda.
Yesterday, the Xfire Debate Club featured a debate on censorship in video games. From HTGG, Matteo was a panelist, and I was moderator. Other panelists were State Senator Leland Yee , Hal Halpin of the Entertainment Consumers Association , Dennis McCauley of the GamePolitics blog, Russ Pitts of The Escapist, and Dan Isett of the Parents Television Council.
I am delighted to spread the word that Doug Wilson, who has been a big part of How they Got Game, has just been awarded a Fulbright Program scholarship. He will spend the next year abroad in Copenhagen at the IT University, working with the game studies group there around Espen Aarseth, T. L. Taylor, and Jesper Juul. This is a very competitive program, and Doug is a well-deserving recipient of the scholarship.