- Ludic Cartography. Mapping Gamespaces
- Past Projects
- Preserving Virtual Worlds
- Research and Publication
“6 Days” is a new piece stemming from a collaboration of master machinima maker Joshua Diltz and artist-provocateur Joseph DeLappe, two people whose work I have long admired. It has just been added to the Machinima Archive. Here is the introduction provided by Joshua:
Our machinima spot on the conference, by J. Joshua Diltz.
Stanford Magazine, the publication of the Stanford Alumni Association, provides a nice piece in its November/December 2008 issue on the Preserving Virtual Worlds project. Under the title "Saving Worlds: Preserving the Digital and Virtual," neatly summarizes the project and its work, with quotations from Henry Lowood (me) and Beth Dulabahn of the Library of Congress, as well as a couple of nice photos. By the way, the workshop described in the article was "Preserving Knowledge in Virtual Worlds," put on as part of Media-X' Summ
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.
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.
“Preserving Knowledge in Virtual Worlds”
August 7-8, 2008
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 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.