Henry Lowood's blog

Doug Wilson's HTGG projects now in Second Life

Back in 2003, Doug Wilson prepared two video loops for the "Fictional Worlds, Virtual Experiences" show I curated with Casey Alt for the Cantor Center for Visual Arts at Stanford.  This was the first of the exhibitions the project has prepared over the years.  More recently, the project has been active in Second Life, particularly through the Life-Squared project with Lynn Hershmann and the "Preserving Virtual Worlds" project.

Update: the Archiving Virtual Worlds video collection

One of the resources we have created in the Preserving Virtual Worlds project is the Archiving Virtual Worlds video collection, hosted by our partner, The Internet Archive.  This collection is a collaborative effort of the How They Got Game Project project team in the Stanford University Libraries and the Internet Archive, as part of the Preserving Virtual Worlds project funded by the National Digital Information Infrastructure Preservation Program (NDIIPP) of the U

"Lost Server Connection": The Last Minutes of a Virtual World

In the Preserving Virtual Worlds project, we are exploring many methods for preserving the software and data of virtual worlds.  Another central concern is making sure that an archival record remains of the activities and events that have occurred in these worlds.

Historical Studies of Digital Entertainment Media

The How They Got Game project is pleased to announce that we will be starting up a new journal, with the title Historical Studies of Digital Entertainment Media.  The new journal will be edited by Matteo Bittanti and Henry Lowood (me).  We have been working with a group of authors for the first issue, which we hope will be published Winter 2009.  The theme for this first issue will be "Digital Games: Historical and Preservation Studies."  We hope soon to be able to announce the members of the editorial board.

Stanford workshop offers perspectives on preservation issues in virtual worlds

 “Preserving Knowledge in Virtual Worlds”

August 7-8, 2008

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Proposals for special issue due today: Perspectives on the History of Computer Games

This is just a reminder that proposals (abstracts) for the special issue of of IEEE Annals of the History of Computing devoted to the history of computer games are due today.

Here is the Call for Papers.

Welcome to the new website!

Welcome to the new website of the How They Got Game project!

Since its inception in 2000 as one of the founding projects of the new Stanford Humanities Lab, How They Got Game has been focused on the history of interactive simulations and digital games.  We are still going strong, with new projects such as "Preserving Virtual Worlds" funded by the U.S. Library of Congress, our partnership with HPS Simulations, and the Machinima Archive. 

CFP: Perspectives on the History of Computer Games

This is a Call for Papers for a special issue of IEEE Annals of the History of Computing.

Proposals due: 15 May 2008
Response to authors: 1 June 2008
Drafts due: 15 October 2008
Submissions due for editorial review: 1 December 2008

Meltemi Editore releases Schermi Interattivi. Il cinema nei



Schermi interattivi. Il cinema nei videogiochi (Interactive Screens. Cinema in Videogames) is a new collection of essays that explore the complex relationship between film and digital games edited by Matteo Bittanti, Associate Researcher at the Stanford Humanities Lab. Published by Meltemi Editore, the book was originally conceived and written while Matteo was a Visiting Scholar at Stanford and it is part of How They Got Game.

Schermi interattivi. Il cinema nei videogiochi is the result of a collective effort.

CFP: Perspectives on the History of Computer Games

This is a Call for Papers for a special issue of IEEE Annals of the History of Computing.

Proposals due: 15 May 2008
Response to authors: 1 June 2008
Drafts due: 15 October 2008
Submissions due for editorial review: 1 December 2008

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