13.3.07

Cara, oggi ho fatto un canone

TI SUCCEDE PER tutta la vita, credo: inizi all'asilo chiedendoti chi ce la farà tra gli amici di cui ti circondi, poi te lo chiedi a scuola, poi all'università, poi agli inizi del lavoro e poi via via sempre, per ogni grado e livello che la vita ti mette davanti. A questo giro di pista, ce l'ha fatta una vecchia conoscenza, Matteo Bittanti, che ha anche la sua voce su Wikipedia. E ce l'ha fatta col botto [FreeRegReq]. Grande!



Is That Just Some Game? No, It’s a Cultural Artifact

When Henry Lowood, curator of the History of Science and Technology Collections at Stanford University, started preserving video games and video-game artifacts in 1998 he thought it was closer to professional oblivion than a bold new move into the future.

In just a few years, however, Mr. Lowood’s notion that video games were something with a history worth preserving and a culture worth studying has gone from absurd to worthy of consideration by the Library of Congress.

On Thursday at the annual Game Developers Conference in San Francisco, Mr. Lowood announced a game canon, an idea that grew out of a proposal submitted to the Library of Congress in September 2006 by a consortium made up of Stanford, the University of Maryland and the University of Illinois.

“Creating this list is an assertion that digital games have a cultural significance and a historical significance,” Mr. Lowood said in an interview. And if that is acknowledged, he said, “maybe we should do something about preserving them.”

Mr. Lowood and the four members of his committee — the game designers Warren Spector and Steve Meretzky; Matteo Bittanti, an academic researcher; and Christopher Grant, a game journalist — announced their list of the 10 most important video games of all time: Spacewar! (1962), Star Raiders (1979), Zork (1980), Tetris (1985), SimCity (1989), Super Mario Bros. 3 (1990), Civilization I/II (1991), Doom (1993), Warcraft series (beginning 1994) and Sensible World of Soccer (1994).

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