- Ludic Cartography. Mapping Gamespaces
- Past Projects
- Preserving Virtual Worlds
- Research and Publication
The warehouse-like nature of this cataloging project just increased dramatically. We received the first four pallets of hardware last week, which represent a little less than a quarter of the total holdings in the Cabrinety Collection. The photos below just give a small taste of what we are dealing with here. Since the task ahead is rather daunting, a twitter feed will now be running and asking for some help in identifying certain confusing artifacts.
We are delighted to announce that the 2008 white paper on Digital Preservation is now complete and available for download!
Join us at GDC 2009 for a roundtable on the state of digital game preservation
Speaker: Henry Lowood (Curator/Professor, Stanford University)
Date/Time: Friday (March 27, 2009) 2:30pm — 3:30pm
Location (room): Room 113, North Hall
Track: Game Design
Format: 60-minute Roundtable
Experience Level: All
Robert Ashley, the mastermind behind the marvelous "A Life Well Wasted" blog and podcast, explores the world of collectors and archivists, visiting a massive underground collection of videogames, a vintage pinball museum, and a program at Stanford University that hopes to save the history of online gaming.
The How They Got Game Project at Stanford University is currently seeking papers that explore the connections between mapping, cartographic practices, electronic gaming, and virtual worlds for an illustrated book that will be published in 2010.
CFP: Ludic Cartography. Mapping GameSpaces
Full Name/Name of Organization
Mark your calendar and get ready for Play-Machinima-Law, a two-day conference to be held at Stanford University on Friday and Saturday, April 24th-25th, 2009!
This week, Henry Lowood is traveling to The University of Texas, Austin to deliver a lecture on issues related to preservation and virtual worlds. Here's the abstract of his talk:
"Demiurges of the Digital: The Creation and Curation of Virtual Worlds"
“In the beginning God created the heaven and the earth.” Genesis, 1:1.
Recent economic doldrums are affecting numerous sectors of the publishing industry. Many large newspapers are folding, and print media in general appears on the ropes. The closing of Electronic Gaming Monthly the other week is probably the most prominent, but certainly not the first, video game publication to succumb to financial malaise. Publishing is always a fickle business, especially in the current moment, and instead of focusing on modern problems, I'm going to steer back to the past. The collection here, aside from the thousands of games, is also graced with computer and game magazines stretching back to the early days of the PC.
Nicholas Werner's, "Assassin's Song" is a new machinima piece that centers on an "assassin's musing on his native city, and the life it leads" and it is based on Assassin's Creed (Ubisoft). The machinima, currently hosted on various websites including YouTube, has already generated hundreds of comments.
This post is an extension of my previous entry on financial games, not because it deals wholly with that section of early gaming, but instead that it highlights a certain perspective that I feel modern games have not adequately addressed; the potential for the medium to inform and shape general perceptions of both complex real world systems, and historical events. I'm aware there are many games that currently deal with both of these concepts, but I have been continually struck by the large range of subject matter present in software from the collection and the utter lack of similar focus in the modern game-scape. The items presented below will hopefully highlight what may be considered a spurious claim, that certain uses of games as communicative devices (both as vessels for history and relevant social issues) have fallen by the wayside in popular game culture.