How can interactive media supplement and support justice-related social movements? Alexandrina Agloro, media artist and assistant professor, will discuss the landscape of design and [...]
As racial projects, video games legitimize white masculinity and hegemonic ideology through the ‘othering’ process. This is performed via pixelated minstrelsy by depicting Black [...]
Videogame preservation has made great strides in the last four years, from having the Art of Video Games on display at the Smithsonian Museum of [...]
I had originally planned to use this post to log my adventures in desoldering the CPU from the Nintendo Entertainment System (NES), but, alas, the [...]
Between 2008 and 2010, MITH partnered with the University of Illinois at Urbana-Champaign, Stanford University, the Rochester Institute of Technology, and Linden Lab (creators of Second Life) for a project funded by the Library of Congress's National Digital Information Infrastructure and Preservation Program (NDIIPP) on Preserving Virtual Worlds. The project, supported by NDIIPP's Preserving Creative America program, explored methods for preserving digital games, interactive fiction, and shared real time virtual spaces. Major activities include developing basic standards for metadata and content representation and conducting a series of archiving case studies for early video games and electronic literature, as well as Second Life, the popular and influential multi-user online world.
Preserving Virtual Worlds II: Methods for Evaluating and Preserving Significant Properties of Educational Games and Complex Interactive Environments (PVW2) was conducted in partnership with the University of Illinois (lead institution), the Rochester Institute of Technology, and Stanford University, with the goal of improving the capacity of libraries, museums, and archives to preserve computer games, virtual worlds, and interactive fiction. This IMLS-funded project was a follow-up to the original Preserving Virtual Worlds I project.
Preserving Virtual Worlds 2 is an ongoing project funded by the IMLS that builds on the work of Preserving Virtual Worlds. Rachel Donahue, doctoral [...]
It's a privilege and thrill to be returning this week to teach for a second time at the University of Virginia's Rare Book School. My [...]
The Smithsonian American Art Museum implemented the world's first museum-based Alternate Reality game titled "Ghosts of a Chance" in 2008. The game ran for three [...]
This talk will address various aspects of teaching in Second Life. Drawing on their two-year experience co-teaching courses on the Harlem Renaissance that have brought [...]