- Ludic Cartography. Mapping Gamespaces
- Past Projects
- Preserving Virtual Worlds
- Research and Publication
Henry Lowood and Matteo Bittanti recently participated in "Ten Games You Need to Play: The Digital Game Canon", a roundtable discussion at this year's Game Developers Conference. Both contributed two games to the canon, Lowood selecting Spacewars! and the Warcraft series, and Bittanti contributing SimCity and Sensible World of Soccer.
I apologize for the delay in getting these account out and on the blog; the wireless connection at the conference has been less than idea. With any luck, I will have my notes refined an out by mid-next week.
The first session was entitled "Games," though it could be more accurately referred to "How Cernegie Mellon University is Exploiting Procrastination to Their Benefit". Essentially, CMU is using games to collect data that otherwise would be highly expensive to generate.
I'll be spending the week in Montreal attending the Conference on Human Factors in Computing Systems. I'll be posting highlights of relavant talks (or lack thereof) when I get the chance.
Event: PARC Forum
Date: January 26, 2006
Location: George E. Pake Auditorium, Palo Alto Research Center
Title: The Medium That Ate the World
Speaker: Raph Koster, Chief Creative Officer, Sony Online Entertainment
Games. There they are. We all know about them, at this point. We grew up on the classic board game sort. We dropped quarters at the arcade, we collected cartridges and disks; we downloaded hacks, and wrote walkthrough manuals.
From Kotatu, at this year's Sundance Film Festival there will be a "virtual festival" called "Chrysler in the Movies: Virtual Film Competition," where people can submit their own homemade movies created from the game The Movies. The competition will even have an online awards ceremony for the winners.
Welcome to the home of the How They Got Game Project, a project of the Stanford Humanities Lab, here at Stanford University. The aim of this project is to explore the history and cultural impact of a crucial segment of New Media: interactive simulations and video games.