User:ClaraRoper/sandbox
Source
The purpose of the project was to explore the history of a crucial segment of New Media: interactive simulations and video games. The present generation of video and PC games has established genres that successfully use narrative, competitive, and play structures for community-centred interaction, performance and content development and drive limitations of computer-generated animation, graphics and audio.[1]
Their contributions are conducting researching five-genre defined areas of computer games, one being storytelling, secondly strategy and following simulation, sports, and shooters. Significant features of project are the preservation of software, media streams, screenshots, and documentation.[2]
‘How they got game' project has also ran into the introduction of Stanford class offered in Science, Technology and Society program and now ‘History of computer game design: Technology, culture, business’.[3]
People Involved
Core personnel involved in the project, ‘How They Got Game’ were Henry Lowood and Tim Lenoir. Contributors who were involved were Casey Alt, Georgios Panzaris, Rene Patnode, Doug Wilson, Waynn lue, David Liu and Sarah Wilson. Technical developers involved were Casey Alt and Zachary Pogue.