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30 Jan 2017

Kishonna Gray Digital Dialogue

By |2020-08-14T13:30:35-04:00Jan 30, 2017|

As racial projects, video games legitimize white masculinity and hegemonic ideology through the ‘othering’ process. This is performed via pixelated minstrelsy by depicting Black [...]

7 Feb 2012

Preserving Virtual Worlds I

By |2019-01-15T10:34:13-05:00Feb 7, 2012|

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.

7 Feb 2012

Preserving Virtual Worlds II

By |2019-01-15T10:34:20-05:00Feb 7, 2012|

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.

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