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Project Description:

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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. The current generation of video and PC games has established genres that effectively use narrative, competitive, and play structures for community-based interaction, performance and content development, and push the boundaries of computer-generated animation, graphics, and audio.

Our contributors are conducting research in five-genre defined areas of computer games: storytelling, strategy, simulation, sports, and shooters (3d first-person games). In addition to traditional methods of publication, we are working on web-based presentations of our content, including collaborative timelines, digital archives, and high doses of interactivity. Another important aspect of the project is the preservation of software, media streams, screenshots, and documentation; we are constructing a digital archive of source materials. The project has also led to the introduction of a Stanford class offered in the Science, Technology and Society Program and now in its fifth year: STS145. "History of Computer Game Design: Technology, Culture, Business".

One of our goals is an edited volume of papers on the topic of our project, including several contributions from students who have taken this course. Student papers from this course (nearly 200 from the first four years) are available through a project website. Accomplishments of the project thus far include two significant museum exhibits that took place in 2003 and 2004, featuring installations from the worlds of computer games, art and military simulation; the Machinima Archive, a digital archival repository for this new game-based medium; the 73 Easting archives at Stanford University, which documents the most important military simulation of the 1990s; and numerous panels, conferences, and publications. Currently, the project is in the second year of a three-year project with HPS Simulations to develop historical conflict simulations using HPS' new Point of Attack 2 game, funded by the Air Force Office of Scientific Research.

Core Personnel:

  • Tim Lenoir
  • Henry Lowood

Contributors:

  • Casey Alt
  • Georgios Panzaris
  • Rene Patnode
  • Doug Wilson
  • Waynn Lue
  • David Liu
  • Sarah Wilson

Technical Development:

  • Casey Alt
  • Zachary Pogue

Visit the How They Got Game website.

Read about the Fictional Worlds exhibit at Cantor Center.

Read about the Story Engines conference at Stanford.

Read about the Game Scenes exhibit at Yerba Buena.



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