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Networking is the guiding idea behind our activities.
Diga e.V. builds a bridge between the relatively young medium of computer games and the established, traditional culture.
Meanwhile we carry on with the development of preservation of digital art due to our experience and knowledge of methods of resolution. Therefore we utilise digital art for the traditional scopes of our culture.

The broad spectrum of our cooperation partners shows the vast extension of the network of Diga e.V. But before we want to say a big Thanx! to heimat.de/ kulturserver and westend for hosting our site.


LIBRARIANSHIP


Henry Lowood, Stanford Collections

Curator for History of Science & Technology Collections and Curator for Germanic Collections in the Stanford University Libraries, as well as Lecturer in German Studies, History and Philosophy of Science, and Science & Technology Studies. He teaches Stanford's course on "The History of Computer Game Design: Technology, Culture, Business" and co-direct (with Tim Lenoir) a research project called "How they Got Game: The History of Interactive Simulations and Video Games," funded by the Stanford Humanities Laboratory.

In the area of games, he has been involved in various segments of the historical simulations game industry for about 20 years, including research, playtesting, and reviewing. In more recent years, he has been a panel member and moderator for workshops and sessions of the Electronic Entertainment Exposition dealing with game culture and global gaming, as well as author of articles for Encyclopedia Britannica and the Encyclopedia of 20th-Century Technology on the history of computer and video games.

As a curator, he has overseen the acquisition of the Stephen Cabrinety Collection and participated in building up one of the first archival and library collections of games in the United States.

Statement:

"I, on behalf of the How They Got Game Project and the Silicon Valley Archives at Stanford, would like to work with you on the preservation of interactive entertainment, including video games, computer games and simulations. I also hope we can put in motion a process of exchange of information that will widen the circle of interested parties at Stanford to include our media preservation team."


UNIVERSITIES


Dr. Oliver Grau
Art History Tutorial at Humboldt University Berlin, Project Manager for “Data Base of Virtual Arts”

Prof. Dr. Hans Dieter Huber

(National Academy of fine arts Stuttgart ) Staatliche Akademie der Bildenden Künste Stuttgart, Professor for contemporary art history. Esthetics and art theory.
Faculty: art technology and art science.


Statement:

“In the last years we have been faced with an increase of digital art. This is why more and more the question came up how we can preserve these works (of arts) for posterity.
For restorers digital art comes close to a paradigm shift. For us it is very interesting and important to watch the development of methods of resolution for traditional digital scopes as computer games. With regard to the technical point of view – we all have to solve the same problem.”


Games Industry

Teut Weidemann

CEO (Chief Executive Officer) at Wingssimulations Game developer right from the beginning. Current game: “Panzer Elite”

Statement:
" As a developer I am very much interested that my games are still playable in a few decades ."


Education

Thomas Dlugaiczyk, Games Academy

Statement:

"It has been three years now that we train youngsters in game developing. The history of the medium is integral part of our classes, since new ideas often evolve from conflict with tradition. Moreover this gives our students a better understanding of what this job is all about.
The recourse of the games of the last decades is an essential part of our training."



Museums

Computerspiele Museum (Computer Game Museum) Berlin

The Computer Game Museum in Berlin opened the first permanent exhibition dedicated solely to the digital, interactive entertainment culture at the beginning of 1997.

The museum is run under the aegis of the Förderverein für Jugend und Sozialarbeit e.V. (association of social work services for youth). Soon after its opening, the museum’s reputation spread beyond national borders due to its cooperation with many national and international organizations. Its partners have included the TV Game Museum in Tokyo (Tokyo Techno Tourism, 1998), the Museum of Design in Zürich (game over, 1999), Sony (IFA, 1999), the Berliner Festspiele GmbH (Sieben Hügel [Seven Hills], Martin Gropius Bau, 2000), the Nürnberg Toy Exhibition 2001 and the Games Convention in Leipzig 2002. For its exhibitions, the Computer Game Museum possesses a collection which includes almost all video game consoles and home computers ever released and more than 8000 software titles.


Statement:

Due to our work we stress consistently the fact that computer games are not only toys but treasure. A new aspect of storytelling in games is definitely interactivity. In cooperation with DiGA we want to implement procedures to ensure that games do still exist in playable form in more than 100 years.


Dr. Klaus Spieler, CEO


Net-Culture and Net-Art

Bootlab e.V.

One of the most creative pools connected to Net-Culture and Net-Art in Berlin (and certainly the rest of the world as well ;)
 
© 2008 DiGA e.V.