- Ludic Cartography. Mapping Gamespaces
- Past Projects
- Preserving Virtual Worlds
- Research and Publication
The How They Got Game Project at Stanford University is currently investigating the connections between mapping, cartographic practices, electronic gaming, and virtual worlds for an illustrated book that will be published in 2010.
Specifically, we are interested in issues related to simulating and navigating spaces in video games and virtual worlds through the aid of maps and mapping tools. Video games and virtual worlds establish new topographies and geographies that - while often making references to preexisting models - create a new understanding of the fictional worlds that we explore. Our goal is to show and explain how digital spaces are being mapped by a new generation of cartographers.
Key areas of investigation:
- History and evolution of mapping in games and virtual worlds
- Origins and evolution of strategy guides
- Uses of modern cartographic tools (e.g. Google Earth) for video games/virtual worlds
- Uses of innovative displays for mapping/visualizing data in games/virtual worlds
- Case studies of key games/virtual worlds that use innovative cartographic solutions
- Legal issues related to gaming and virtual world cartography
- Visual display of game-related information on-screen and off-screen
- The relationship between traditional (analog) and digital cartography
- Cartographies of game development around the world (think Franco Moretti's research in literary studies)
- Mapping social patterns and activities in games/virtual worlds
- Game Travelogues
Call for papers (ended on 04/25/2009)
Matteo Bittanti (bittanti at stanford dot edu), Henry Lowood (lowood at stanford dot edu) and Bonnie De Varco (devarco at cruzio dot com).