HENRY E. LOWOOD
Harold C. Hohbach Curator, History of Science & Technology Collections
Curator, Film & Media Collections
Humanities Resource Group
Cecil H. Green Library, 557 Escondido Mall
Stanford University Libraries
Stanford CA 94305-6004
Tel: (650) 723-4602; fax: (650) 725-1068
2010-2012. Institute of Museum and Library Studies. Preserving Virtual Worlds 2. Grant awarded to Stanford University Libraries, Univ. of Illinois, Univ. of Maryland, and Rochester Institute of Technology.
Courses taught (all Stanford unless otherwise indicated):
"History of Digital Games (University of California, Santa Cruz, Art Department)
Co-editor, ROMChip (2019-)
Co-editor, "Game Histories" book series, MIT Press, 2015-
Reboot: Essays on the Historical Study of Games and Software Preservation, ed. Raiford Guins. (Baltimore: Johns Hopkins Univ. Press, in press, expected 2022). Collection of a selection of my published essays and previously unpublished "'Beyond the Game': The Olympic Ideal and Competitive e-Sports."
(With Raiford Guins and Carlin Wing, co-editors), Feeling the Game: Thinking Critically about EA Sport's FIFA Series (London and New York: Bloomsbury Academic, in press, expected 2022). Will include my own "“Where There is Smoke, There is Fire …”: The FIFA Engine and Its Discontents."
"FIFA" and "John Madden Football." In: Supercade: A Visual History of the Videogame Age 1985-2001, ed. Van Burnham. (expected Fall 2021)
"Invention, Computerization, Simulation. Three Episodes in the History of Wargames," Memoria e Ricerca: Rivista di storia contemporanea (2021), no. 1, pp. 53-74, doi: 10.14647/99991.
"T.L. Taylor: A Conversation on Game Studies, History, and Interventions," ROMChip 1:2 (Dec. 2019)
"Interview: Henry Lowood" (interviewed by Alison Gazzard and Carl Therrien," Kinephanos: Journal of Media Studies and Popular Culture - Special Issue: Preserving Play (August 2018): 10-20.
(With Eric Kaltman and Joseph Osborn) "Screen Capture and Replay: Documenting Gameplay as Performance." In: Histories of Performance Documentation: Museum, Artistic and Scholarly Practices, eds. Gabriella Giannacchi and Jonah Westerman (New York and London: Routledge, 2017): 149-64.
"Machinima," The SAGE Encyclopedia of Out-of-School Learning, ed. Kylie Peppler (Thousand Oaks, Calif..: SAGE, 2017) : 451-452
"Software Archives and Software Libraries." In: Challenging Collections: Approaches to the Heritage of Recent Science and Technology, eds. Alison Boyle and Johannes-Geert Hagmann. Artefacts: Studies in the History of Science and Technology; X. (Washington, D.C. Smithsonian Inst. Scholarly Press, 2017): 68-86.
(With Leigh Alexander) "Game Changers." Garage Magazine no. 11 (Fall/Winter 2016): 164-79.
"Machinima = Obsession + Experimentation + (Re-) Animation" = "Machinima = Ossessione + Sperimentzaione + (Ri-) Animazione." Game Video/Art: A Survey, eds. Matteo Bittanti and Vincenzo Trione (Milan: Silvana, 2016): 32-37
"It Is What It Is, Not What It Was," Refractory: A Journal of Entertainment Media, Refractory: A Journal of Entertainment Media 27 (2016), http://refractory.unimelb.edu.au/2016/08/30/henry-lowood/.
Co-editor and Introduction (with Raiford Guins), Debugging Game History: A Critical Lexicon (Cambridge, Mass.: MIT Press, 2016)
"Game Engine." In: Debugging Game History: A Critical Lexicon, eds. Henry Lowood and Raiford Guins. (Cambridge Mass.: MIT Press, 2016): 103-108.
"War Engines: Wargames as Systems from the Tabletop to the Computer." In: Zones of Control, eds. Matthew Kirschenbaum and Patrick Harrigan (Cambridge, Mass.: MIT Press, 2016): 83-105.
(with Eric Kaltman, Noah Wardrip-Fruin, Mitch Mastroni, Glynn Edwards, Marcia Barrett, Greta de Groat, and Christine Caldwell) "Implementing Controlled Vocabularies for Computer Game Platforms and Media Formats in SKOS," Journal of Library Metadata 16: 1 (2016): 1-22.
"Putting A Stamp On Games - Wargames, Players, & PBM," Journey Planet no. 26: Letters from Absentia (Dec. 2015): 14-22.
"Henry Lowood: Archiving and Games." (Interview.) In: Thinking about Videogames: Interviews with the Experts, ed. David S. Heineman. (Indianapolis: Univ. Indiana Press, 2015): 69-90.
(with Greta de Groat, Eric Kaltman, Marcia Barrett, Christine Caldwell, Glynn Edwards, and Noah Wardrip-Fruin), Core Metadata Schema for Cataloging Video Games. Version 1.Game Metadata and Citation Project (GAMECIP) Tech Report 1 [Dec. 2015].
"Ted Nelson: A Critical (and Critically Incomplete) Bibliography." In: Intertwingled: The Work and Influence of Ted Nelson, eds. Daniele Carlo Struppa and Doug Dechow. History of Computing. (Heidelberg and New York: Springer International Publishing, 2015): 123-30.
(with Eric Kaltman, Noah Wardrip-Fruin and Christine Caldwell), A Unified Approach to Preserving Cultural Software Objects and their Development Histories: A Case Study in Academic Computer Games(Santa Cruz, California: University of California, Santa Cruz, Center for Games and Playable Media, 2014)
"Animation Technology and Computer Graphics in the United States." In: Oxford Encyclopedia of the History of Science, Medicine, and Technology in America, ed. Hugh Slotten (Oxford: Oxford Univ. Press, 2014): vol. 1, 63-65.
"Game History." In: The Johns Hopkins Guide to the Digital Media, eds. Marie-Laure Ryan, Lori Emerson and Benjamin J. Robertson. (Johns Hopkins Univ. Press, 2014): 206-212.
"How I Ever Got to Teach a Course on McLuhan is Totally Amazing," Journal of Visual Culture 13:1 (2014): 73-75. Special issue, "Understanding Media: The Extensions of Man @ 50."
Co-editor (with Carl Therrien and Martin Picard), Kinephanos. History of Games International Conference Proceedings special issue (Jan. 2014).
"Game Engines and Game History," Kinephanos. History of Games International Conference Proceedings special issue (Jan. 2014), http://www.kinephanos.ca/Revue_files/2014-Lowood.pdf
"High-Performance Play: The Making of Machinima." Revised version. Videogames and Art: Intersections and Interactions, eds. Andy Clarke and Grethe Mitchell. 2d ed. (London: Intellect Books; Chicago: Univ. of Chicago Press, 2013; orig. ed. 2007): 75-98.
"The Lures of Software Preservation," Preserving.exe: Toward a National Strategy for Software Preservation (Washington, D.C.: Library of Congress, Oct. 2013),http://www.digitalpreservation.gov/multimedia/documents/PreservingEXE_report_final101813.pdf
Machinima! Teorie. Pratiche. Dialoghi, eds. Matteo Bittanti and Henry Lowood. (Milan: Edizioni Unicopli, 2013) Partly translation into Italian of "The Machinima Issue" of Journal of Visual Culture, partly new essays.
"Introduzione," "Cattura perfetta. Tre approcci al machinima e alla storia dei mondi virtuali" and "Machinima & Performance Art: Otto tesi di Robert F. Nideffer" (with Matteo Bittanti). In: Machinima! Teorie. Pratiche. Dialoghi, eds. Matteo Bittanti and Henry Lowood. (Milan: Edizioni Unicopli, 2013): 9-12, 33-50, 215-226.
"Preface." In: Understanding Machinima: Essays on Film-making in Virtual Words, ed. Jenna Ng. (Bloomsbury, 2013): viii-x.
"Joga Bonito: Beautiful Play, Sports and Digital Games." In: Sports Videogames, ed. Mia Consalvo, Konstantin Mitgutsch and Abe Stein. (London and New York: Routledge, 2013): 67-86.
"Galaxy Game." Encyclopedia of Video Games: The Culture, Technology and Art of Gaming, ed. Mark Wolf (Santa Barbara, Calif.: Greenwood, 2012): Vol. 1, 221-222.
"Documenting Mixed Reality Performance: The Case of CloudPad" (With Gabriella Giannachi, Glen Worthey, Dominic Price, Duncan Rowland & Steve Benford), Digital Creativity (2012): DOI:10.1080/14626268.2012.656274. To link to this article: http://dx.doi.org/10.1080/14626268.2012.656274
"Forbidden Areas: The Hidden Archive of a Virtual World.” In: Rough Cuts: Media and Design in Preocess, ed. Kari Kraus. (Aug. 2012). MediaCommons special issue, http://mediacommons.org/tne/pieces/forbidden-areas-hidden-archive-virtual-world
A Tecnologia Encontrada: Jogadores como inovadores na producao de machinima." In: Machinima. Colecao CINUSP, eds. Patricia Moran and Janaina Patrocinio. (Sao Paulo: Pro-Reitoria de Cultura e Extensao Universitaria da USP, 2011): 10-51. Trans. of "Found Technology."
“Memento Mundi: Are Virtual Worlds History?” In: Digital Media: Technological and Social Challenges of the Interactive World, eds. Megan Winget and William Aspray. (Lanham: Scarecrow Press, 2011): 3-25.
Co-Editor and "Introduction" (with Michael Nitsche), The Machinima Reader (Cambridge, Mass.: MIT Press, 2011)
"Video Capture: Machinima, Documentation, and the History of Virtual Worlds," The Machinima Reader, eds. Henry Lowood and Michael Nitsche (Cambridge, Mass.: MIT Press, 2011): 3-22.
Co-editor (with Susan Rojo and Matteo Bittanti), "The Machinima Issue" of Journal of Visual Culture 10: 1 (April 2011).
"A 'Different Technical Approach'? Introduction to the Special Issue on Machinima," Journal of Visual Culture 10: 1 (April 2011): 3-5.
"Perfect Capture: Three Takes on Replay, Machinima and the History of Virtual Worlds," Journal of Visual Culture 10: 1 (April 2011): 113-24.
"Wirklichkeitssituation = State of Reality," (with Tim Lenoir), in: Serious Games: Krieg, Medien, Kunst, eds. Ralf Beil and Antje Ehmann (Ostfildern: Hathe Cantz Verlag, 2011): 185-86. Excerpt from "Kriegstheater" (see below).
"Preserving Virtual Worlds: Final Report" (with Jerome McDonough, Robert Olendorf, et al.), deposited in the Illinois Digital Environment for Access to Learning and Scholarship, 31 August 2010.
"The Future of Virtual Worlds," (with William Sims Bainbridge, Wayne Lutters and Diana Rhoten," in: Online Worlds: The Convergence of the Real and the Virtual, ed. William Sims Bainbridge (London: Springer, 2010): 289-302.
Guest editor, July-Sept. 2009 issue of IEEE Annals of the History of Computing.
"Video Games in Computer Space: The Complex History of Pong," IEEE Annals in the History of Computing 31 (July-Sept. 2009): 5-19. [An earlier online version was available via "pong.mythos: Ein Spiel und seine Geschichte," accompanying exhibit of the Computerspiele Museum (Berlin), 11 Feb.-19 March 2006. This version has been superseded. Please do not cite it.]
"Memento Mundi: Are Virtual Worlds History?," iPres 2009: The Sixth International Conference on Preservation of Digital Objects (5 Oct. 2009).
"Putting Politics Into Play: Three Recent Books on Virtual Worlds," American Journal of Play 2:1 (Summer 2009)
"Players are Artists," in: The Art of Games: Nuove Frontiere tra Gioco e Bellezza, ed. Debora Ferrari and Luca Traini. (Aosta: Regione Auonoma Valle d'Aosta, 2009): 190-93. Also in Italian trans. as "I giocatore come artisti," pp. 194-97.
Editor, Before It's Too Late: A Digital Game Preservation White Paper (N.p.: International Game Developers Association, 2009; distributed by Lulu Press) Also published in American Journal of Play 2:2 (Fall 2009).
"Warcraft Adventures: Texts, Replay and Machinima in a Game-Based Story World," in: Third Person: Authoring and Exploring Vast Narratives, ed. Pat Harrigan and Noah Wardrip-Fruin (Cambridge: MIT Press, 2009): 407-27.
"Digital Curation of Humanistics, Multimedia Materials: Lessons Learned and Future Directions" (Panel abstract, with Megan Winget, Caroline Frick, Jerome McDonough, and Allen Renear), Proceedings of DigCCurr 2009: Digital Curation - Practices, Promise & Prospects, ed. Helen R. Tibbo, et al. (Chapel Hill: School of Library and information Science, Univ. of North Carolina, 2009; distributed by Lulu Press): 42-43.
"Game Counter," in: The Object Reader, eds. Fiona Candlin and Raiford Guins (Abingdon, Eng., and New York: Routledge, 2009): 466-69.
"Game Capture: The Machinima Archive and the History of Digital Games," Mediascape: Journal of Cinema and Media Studies (Spring 2008).
"La cultura del replay. Performance, spettatorialità, gameplay," in: Schermi interattivi. Il cinema nei videogiochi, ed. Matteo Bittanti. (Rome: Meltimi, 2008): 69-94.
"Replay Culture: Performance and Spectatorship in Gameplay," in: L'homo videoludens: Videojocs, textualitat i narrativa interactiva, ed. Carlos A. Scolari (Vic: Eumo Editorial, 2008): 167-87.
"Impotence and Agency: Computer Games as a Post-9/11 Battlefield," in: Games Without Frontiers - War Without Tears. Computer Games as a Sociocultural Phenomenon, ed. Andreas Jahn-Sudmann & Ralf Stockmann. (London: Palgrave Macmillan, 2008): 78-86.
"Found Technology: Players as Innovators in the Making of Machinima," in: Digital Youth, Innovation, and the Unexpected, ed. Tara McPherson. (Cambridge, Mass.: M.I.T. Press, 2007): 165-196.Macarthur Foundation Series on Digital Media and Learning. Also available: http://www.mitpressjournals.org/doi/pdf/10.1162/dmal.9780262633598.165 (pdf);http://www.mitpressjournals.org/doi/pdfplus/10.1162/dmal.9780262633598.165 (pdf plus).
“It’s Not Easy Being Green”: Real-Time Game Performance in Warcraft," in: Videogame/Player/Text, eds. Barry Atkins and Tanya Krzywinska (Manchester, Eng.: Manchester Univ. Press; New York: Palgrave, 2007): 83-100.
"Jon Haddock, Screenshots: Isometric Memories," in: GameScenes: Art in the Age of Videogames, eds. Matteo Bittanti and Domenico Quaranta (Milan: Johan & Levi editore, 2006): 15-39. Also in Italian trans. as "Jon Haddock, Screenshots: Ricordi isometrici," pp. 326-45.
Editor (with Tanya Krzywinska), World of Warcraft, Special issue of Games & Culture 1 (Oct. 2006): 279-413.
"Storyline, Dance/Music, or PvP? Game Movies and Community Players in World of Warcraft," Games & Culture 1 (Oct. 2006): 362-82.
"A Brief Biography of Computer Games," in: Playing Computer Games: Motives, Responses, and Consequences, eds. Peter Vorderer and Jennings Bryant. (Lawrence Erlbaum Associates, 2006): 25-41.
"Virtual Reality." Encyclopædia Britannica (2006). Available via: Encyclopædia Britannica Premium Service (7 June 2006), http://www.britannica.com/eb/article-9001382; Encyclopedia Britannica Academic Edition (7 June 2006), http://search.eb.com/eb/article-9001382.
"Game Studies Now, History of Science Then," Games and Culture 1 (Jan. 2006): 78-82.
"Theaters of War: The Military-Entertainment Complex,"(with Tim Lenoir) in: Collection - Laboratory - Theater: Scenes of Knowledge in the 17th Century, eds. Helmar Schramm, Ludger Schwarte, and Jan Lazardzig. (Berlin & New York: Walter de Gruyter, 2005): 427- 56. English-language version of "Kriegstheater" (see below).
"Computer and Video Games," "Computers-Personal," and "Technology and Leisure," Encyclopedia of 20th-Century Technology, ed. Colin Hempstead. (Milton Park, Eng., and New York: Routledge, 2004): I, 180-181; I, 206-208; II, 789-791.
"Electronic Game." Encyclopædia Britannica. 2004. Encyclopædia Britannica Online. 16 July 2004. <http://search.eb.com/eb/article?eu=1566> With side-bars on "Zork," "Pac-Man," "The Legend of Zelda," and "DOOM." To appear in 2004 print edition.
"Silvicoltura e agricoltura," in: Storia della scienza VI (Rome: Istituto della Enciclopedia Italiana, 2002): 268-75.
Selection of presented and invited papers; panels, etc.
Panelist, African American Histories in Silicon Valley, African American Center, San Francisco Public Library, 8 March 2022.
"Game Preservation in the Age of COVID," Replaying Japan conference, Ritsumeikan University, Kyoto, 4 March 2022.
"Games Don't Tell You Enough about Games," for "Collecting More than The Game" session, Born Digital Cultural Heritage 2022, 15 Feb. 2022, Melbourne.
Panelist, New and Noteworthy from U.S. Collections, SIGCIS 2021: Online Edition, 23 Sept. 2021. (SIGCIS = Special Interest Group, Computer and Information Studies, Society for the History of Technology)
Testimony, Library of Congress Copyright Office, Section 1201 (DMCA) Exemptions To Permit Circumvention of Access Controls on Copyrighted Works, April 2021 (previously gave testimony in June 2018 and 2003).
"Making Space for Game Heritage," Suomen pelimuseo (Finnish Game Museum), Tampere (virtual), Finland, 25 Jan. 2021
Panelist, "Jeux vidéo de Sport," Festival de l’Électronique et du Jeu vidéo d’Abidjan IV (FEJA IV), Abidjan (virtual), 2 Dec. 2020.
"Stanford and the Github Archives,” Github Universe conference, 14 Nov. 2019, San Francisco.
"Game History: In the White Cube or the Black Box?" New Perspectives on Invention and Innovation: Video Games and Interactivity workshop, Lemelson Center for the Study of Invention and Innovation, Smithsonian National Museum of American History, Washington DC, 29 Nov. 2018. Also co-organized workshop with Raiford Guins and Drew Robarge.
“Opinion Leaders: Historical Moments in Writing and Reading about Game Design & Technology,” Univ. Montréal, 15 Nov. 2018.
"Tracking Scholarship Forward." Panel on Tracking and Promoting Faculty's Scholarly Impact, Stanford Librarians Unconference, Stanford University, 23 August 2018.
"Russell Varian – From Halcyon Through Stanford To The Origins Of Silicon Valley." Sempervirens Fund Lecture Series, Saratoga, Calif., 28 Feb. 2018. This Sempervirens Fund podcast includes audio clips excerpted from this lecture.
"Replay: Games, Performance, Preservation." Residual Media Depot, Media History Research Centre, Concordia University, 10 November 2017.
"Kulturgut Computerspiel in globaler Perspektive," Keynote, "Kulturgut Computerspiel ..." - Internationale Tagung des Computerspielemuseums, Berlin, Sept. 2017.
"Replay: Games, Performance, Preservation." Update or Die: Future Proofing Emerging Digital Documentary Forms conference, MIT Open Documentary Lab and Centre Phi, Montréal, 5 May 2017.
Respondent, "Technologies of Losslessness: Media History in Perpetuity" panel, 31 March 2016; panelist, Game Studies Book Publishing workshop, Video Game Studies Special Interest Group, 2 April 2016. Society of Cinema and Media Studies annual meeting, Atlanta,
"Videogame History as History of Technology," Society for the History of Technology annual conference, Albuquerque, 10 Oct. 2015.
"Inventing Game Design," 2015 Annual Design History Conference, San Francisco, 12 Sept. 2015.
Moderator, "A Conversation about our Digital Future with Jaron Lanier and Sebastian Thrun," Stanford University, 2 April 2015.
"Tabletop War Games and the “Invention” of Game Design," Society for Cinema and Media Studies annual meeting, Montréal, 28 March 2015.
Panelist, "Saving It, Showing It: Collecting and Exhibiting Videogame History," Game Developers Conference, San Francisco, 5 March 2015.
"It Is What It Is, Not What It Was: Software and Digital Heritage," Stanford Interactive Media and Games lecture series, 16 January 2015. Video available here.
“It Is What It Is, Not What It Was: Making Born Digital Heritage” (Keynote speech), Born Digital and Cultural Heritage Conference, Australian Centre for the Moving Image, Melbourne, 19 June 2014. Audio available here, along with photographs and the closing keynote panel (I was a panelist).
Panel chair, "Debugging Game History: Forgotten Histories," Society for Cinema and Media Studies annual meeting, Seattle, 22 March 2014.
Panelist, "Understanding Media at 50," Society for Cinema and Media Studies annual meeting, Seattle, 21 March 2014. Session on Marshall McLuhan's Understanding Media.
"DOOM at 20," IndieCade, Culver City, Calif., 4 Oct. 2013. (Talk plus open discussion with John Romero); UC Santa Cruz, 8 December 2013.
"Selection Criteria for Collecting Institutions," Pressing Restart: Community Discussions on Video Game Preservation, NYU Cinema Studies Department and NYU Game Center, 28 Sept. 2013.
Panelist, A Performance Archive’s New Life in the Present: Lynn Hershman Leeson’s Life Squared, Perfomance Studies International, 19th conference, Stanford, 29 June 2013
"Game Engines and Game History," First International Conference on the History of Games, Montréal, 23 June 2013
"World Wide Web Overload: Archiving a Messy Web" (panelist), Society of California Archivists 2013 Annual Meeting, Berkeley, 12 April 2013.
"Game Engine," Debugging Game History Panel, Society for Cinema and Media Studies annual meeting, Chicago, 8 March 2013. (Organized panel.)
"Looking Back on the Preserving Virtual Worlds Projects–and (Nearly) 15 Years of Game Preservation," San José State University School of Library and Information Science Colloquium Series, 25 Feb. 2013.
"An Open Game: DOOM , Game Engines, and the New Game Industry of the 1990s," Interdisciplinary Humanities Center, UC Santa Barbara, 12 Feb. 2013
Panelist, Panel on Degenerate Art: "Controlling Culture," Cantor Arts Center, Stanford University, 31 Jan. 2013
"Looking Back on (Nearly) 15 Years of Game Preservation," International Conference on Game Preservation, Kyoto, Japan, 18 Jan. 2013
GameCity 7. (Panelist and invited speaker). GameCity, Nottingham Trent University, Nottingham, England, 20 Oct. 2012.
"From Michelangelo to Mario Kart." (Panelist). Swissnex SF, San Francisco, 20 Sept. 2012.
"Archives and Documentation of Military Simulation ... at Stanford University." Connections 2012, Washington D.C., 25 July 2012.
"Game Preservation: You Have Met Your DOOM," UC Santa Cruz, 4 June 2012
"Silicon Valley + Virtual Reality = The New Hollywood?" Research Meets Practice Seminar, Copenhagan Business School, 11 May 2012.
"Machinima: A Documentary Medium?" Invited Lecture, University of Nevada, Reno, Department of Art, 4 April 2012.
Workshop panelist, "Save to Continue: The State of Videogame Archiving and Preservation," Annual Meeting of the Society for Cinema and Media Studies, Boston, 21 March 2012.
"Machinima: A Documentary Medium?" Annual Meeting of the Society for Cinema and Media Studies, Boston, 21 March 2012.
"Keynote Speech," Machinima Expo 2011, Second Life, 19 Nov. 2011.
"Early Academic (Computer) Games: A Few Observations," Games and Biology - Creator's Conference, Stanford University, 24 June 2011.
"CloudPad: A Cloud-based Documentation and Archiving Tool for Mixed Reality Artworks," (with Gabriella Giannachi [presenter], Duncan Rowland, Steven Benford, and Dominic Price), Digital Humanities 2011, Stanford, Calif., 21 June 2011.
"Life Squared: Archiving the Virtual Archive" for panel on "Virtual Worlds in Archival Settings." Annual General Meeting of the Society of California Archivists, San José, Calif., 29 April 2011.
"Ten Games You Need to Play: The Digital Game Canon." PAX-East, 2011, Boston, Mass., 13 March 2011. (panelist)
"Video Capture: Machinima, Documentation, and the History of Virtual Worlds," Re-Imagining the Archive: Remapping and Remixing Traditional Models in the Digital Era, conference organized by the UCLA Film & Television Archive and UCLA Moving Image Archive Studies Program, 13 Nov. 2010.
"Video Capture: Machinima, Documentation, and the History of Virtual Worlds," Disciplines Converge: Representing Videogames for Preservation and Cultural Access, Symposium, University of Texas at Austin, School of Information, 8 Oct. 2010.
"Joga Bonito: Beautiful Play, Sports, and Digitial Games," F.R.O.G. 2010, Future and Reality of Gaming, Vienna, Austria, 25 Sept. 2010.
"Before It's Too Late: The Preservation of Digital Games," panelist and organizer), Foundations of Digital Games 2010, 21 June 2010, Monterey, Calif.
“E-Sports and Cyberathleticism Workshop: European Edition”, (panel moderator), IT University of Copenhagen, 28 May 2010.
"Acting Together on Technological Playing Fields: Computer Games, E-sports, and Team Play, (invited faculty), Ph.D. course, Center for Computer Games Research, IT University of Copenhagen, 26-28 May 2010.
"Memento Mundi: Are Virtual Worlds History?" Society for Cinema and Media Studies, 2010 annual meeting, 21 March 2010, Los Angeles, Calif.
"Players are Artists, too," invited public lecture, UC Santa Cruz, 18 Feb. 2010.
"Players are Artists, too," Art History of Games, Atlanta, 5 Feb. 2010.
"The Ultimate Archive: Metadata, Software Archives and Virtual Objects." History of Science Society, annual meeting, Phoenix, 21 Nov. 2009.
"Memento Mundi: Are Virtual Worlds History?" Plenary Lecture, iPres 2009 Annual Meeting, San Francisco, Calif., 5 Oct. 2009.
"The Ultimate Archive," Sustainable Archives: Joint Annual Meeting of the Society of American Archivists and the Council of State Archvists, Austin, Texas, 13 August 2009.
"Preserving Virtual Worlds: Models & Community" (Panelist, via video contribution), Digital Humanities 09, Univ. Maryland, 23 June 2009.
"The Ultimate Archive," MetaverseU conference, Stanford University, 29 May 2009
"Demiurges of the Digital: The Creation and Curation of Virtual Worlds," Berkeley Center for New Media, UC Berkeley, 30 April 2009.
"Play - Machinima - Law." (Co-organizer and panel moderator). Conference organized by the Center for Internet & Society, Stanford Law School, and the How They Got Game Project, Stanford Univ., 24-25 April 2009. Report by National Public Radio: http://www.publicradio.org/columns/futuretense/2009/04/machinima-lower.html
"From the Creation to the Curation of Virtual Worlds," SHL/INVENTIO Seminar, Digital Design and/in the Arts & Humanities, Stanford Univ., 20 April 2009
"Memento Mori: The Death (or Deletion) of Avatars," presentation for plenary panel, Avatars: Personae, Heteronyms, Pseudonyms,
"Demiurges of the Digital: The Creation and Curation of Virtual Worlds," Digital Media Workshop, School of Information, Univ. of Texas, Austin, 14 Feb. 2009.
"Changing Silicon Valley: From Frederick Terman to the New Hollywood," Residents' Lecture Series, Classic Residence by Hyatt, 21 Oct. 2008.
"Preserving Knowledge in Virtual Worlds," (Two-day workshop, organized with Cindy Pickering), The Summer Institute at Wallenberg Hall, Media-X, Stanford University, 7-8 Aug. 2008.
"Silicon Valley as the New Hollywood: Ampex in the Valley's History and Archives," Annual Conference of the Association for Recorded Sound Collections, Palo Alto, 29 March 2008.
Chaired “Game Preservation Roundtable” at Game Developers Conference, San Francisco, 20 and 21 Feb. 2008.
Conversation (with Brewster Kahle), Metaverse U conference, Stanford, 18 Feb. 2008.
"How Do Virtual Worlds Disappear?," panel discussion in Project Absentia series, Stanford, 14 Feb. 2008.
"Code vs. Object, Replay vs. Capture, Demo vs. Video: Modes and Cultures of Production in Machinima," Society for Literature, Science and the Arts annual conference, Portland, Maine, 2 Nov. 2007.
"Stanford and the Silicon Valley, v. 2007: Silicon Valley as the New Hollywood," Frontiers of New Media conference, University of Utah, 28 Sept. 2007.
Panelist, "The Past, Present and Future of Gaming," Xfire Debate Club panel, 14 Sept. 2007. Transcript available here.
"Community Players: Learning to Use Digital Games for Public Performance," Wallenberg Summer Institute, Stanford University, 9 August 2007.
"Archive 3.0: A Round Table Conversation," (co-organizer, with Michael Shanks and Matthew Tiews), Stanford Humanities Center, in association with Stanford Humanities Lab and Metamedia lab, 3 May 2007.
"The Debate Over Video Game Censorship," (moderator), Xfire Debate Club panel, 26 April 2007. Transcript available here.
"Archives 3.0: Visions of an Animated Archive," Visualizing Knowledge Workshop, Stanford Humanities Center, 24 April 2007. Audio and slides available here.
"The Foundations and Futures of Digital Humanities," (panelist), 1st International HASTAC (Humanities, Arts, Science and Technology Advanced Collaboratory) Conference, Duke University, 19 April 2007.
"Interview mit Dr. Henry Lowood," Game Face (5 Feb. 2007). On-line version here.
"Video Game Programs Look for New Ways to Use Games," NPR Morning Edition, 14 Nov. 2006. Includes excerpts from interview by Laura Sydell.
"The Future of Digital Education," (panelist), MacArthur Foundation Series on Digital Media and Learning panel, held in Second Life, 13 Nov. 2006.
"From Counterculture to Cyberculture: The Legacy of the Whole Earth Catalog," Stanford University, 9 Nov. 2006. Co-organizer (with Fred Terman and ShinJoung Yeo) and introduction.
"Machinima: A New Future of Cinema?" (panelist), Xfire/Stanford Humanities Lab Machinima Showcase, Stanford University, 26 Oct. 2006.
"How Stanford Spawned Silicon Valley/Silicon Valley as the New Hollywood : What Part Has Stanford Played?," Stanford Historical Society, 4 Oct. 2006.
"The Attic & the Parlor: A Workshop on Software Collection, Preservation & Access" (conference moderator), Computer History Museum , Mountain View, 5 May 2006.
"Game Studies, Culture, Communities" [video interview in English, with Italian subtitles], Games@IULM conference, Humanities Lab, Libera Università di Lingue e Comunicazione di Milano, 3 May 2006.
Meeting of the "Gaming Cultures" Virtual Residence Group, University of California Humanities Research Institute, 14-15 April 2006, University of California, Irvine.
"Preserving Creative America," Library of Congress, Office of Strategic Initiatives, National Digital Information Infrastructure Preservation Program, 7 April 2006. Invited participant.
"Preservation Safeguards for Games of Today" (moderator), Game Developers Conference 2006, San José, California, 23 & 24 March 2006.
"Community Players: Gameplay as Public Performance," Symbolic Systems Forum, Stanford University, 9 March 2006
"Replay Culture: Performance and Spectatorship in Gameplay," New Media, Technology and Humanities conference, Humanitech, University of California at Irvine, 18 Feb. 2006.
"Community Players: Gameplay as Public Performance and Cultural Artifact," University of Arizona, 18 Jan. 2006. Invited lecture for opening of "Documenting Digital Play: Computer Games and Their Communities," University of Arizona, Department of Special Collections exhibit.
"Life with the Sims: Games, Libraries, and Research." University of Arizona Libraries, 18 Jan. 2006.
"An Evening with Paul Baran, in conversation with Henry Lowood," Computer History Museum, Mountain View, Calif., 7 Dec. 2005.
"Machinima: Filmmaking, Video Games, and Real-Time Animation," Stanford University, 5. Dec. 2005. Panelist. Held in conjunction with "Tra5h Ta1k with Ill Will," a performance by the Ill Clan at Stanford, 4 Dec. 2005.
"Augmented Architecture: Design, Practice & Education," Southern California Institute of Architecture, Los Angeles, 30 Nov. 2005. Speaker and panelist.
"Story-Line, Dance/Music or PVP? Game Movies and Performance in World of Warcraft." Aesthetics of Play conference, Bergen, Norway, 14-15 October 2005. (Accepted.)
" Perform or Else: An Interdisciplinary Workshop on Extroverted Game Play." (With Jane McGonigal and Katherine Isbister) International Digital Games Research Association (DIGRA) Conference, Vancouver, B.C., 18 June 2005.
"Death in the City: Computer Games and the Urban Battlefield." Urban Trauma and the Metropolitan Imagination conference, Stanford University, 6 May 2005
"In Conversation." Interview by Robyn Williams, Radio National, Australian Broadcasting Company, 7 April 2005. Summary: http://www.abc.net.au/rn/science/incon/stories/s1333351.htm
"Gutenberg to Galaxy: Accessing Cultural Assets Online." Speaker/Panelist. Odysseys in Technology speaker series, Computer History Museum, 23 Feb. 2005.
“Using Games: The War College Perspective,” moderator and panelist, Serious Games Summit D.C., Washington, D.C., 19 Oct. 2004
Member, Scientific Program Commitee, 3d International Conference on Entertainment Computing, 1-3 Sept. 2004, Eindhoven, The Netherlands.
"The Current Bibliography in the History of Technology: Past, Present, and Future," Workshop on Bibliographic Control of Sources for the History of Science, Technology, and Medicine: New Directions and Opportunities, Trento, 23 September 1992.
"Silicon Valley and the New Technology," Society of California Archivists, Pacific Grove, 12 June 1987.
"Cameralism: L'esprit academique and the State Sciences," U.C. Berkeley, Oct. 1983 (for the Univ. Uppsala-UC Berkeley collaboration meeting)
Curator, Machinima Archive (since 2003); Archiving Virtual Worlds (since 2008)
"Game Capture: Archives of Multiplayer Game Worlds." Video loop for Game On exhibition, Australian Centre for the Moving Image, 6 March-13 July 2008.
"Life Squared," (with the Life Squared team, including Lynn Hershman Leeson and Michael Shanks), as part of "e-art: New Technologies and Contemporary Art: Ten Years of Accomplishments by the Daniel Langlois Foundation," Montreal Museum of Fine Arts for the Daniel Langlois Foundation, 20 Sept. - 9 Dec. 2007.
"Gameworld," Centro de Arte y Creacion Industrial, Spain, March-June 2007. (Consulting role + "Ten Games You Need to Play: The Digital Game Canon.")
"Bang the Machine: Computer Gaming Art and Artifacts," Yerba Buena Center for the Arts (guest co-curator with Rene DeGuzman), Yerba Buena Center for the Arts, San Francisco, 17 Jan.-4. Apr. 2004.
Digital Games Research Association (DiGRA)
Professional Service (woefully incomplete)
Editorial board, QuiViRR: Qualitative Video Research Reports, 2020-
Fields of Research Activity (*=currently intensive):