Constructing Digital Game Exhibitions: Objects, Experiences, and Context
A large number of exhibitions worldwide deal with digital games, but curators lack a coherent understanding of the different aspects of games that can be exhibited or a clear vocabulary for talking about them. Based on a literature review on game preservation and visitor behavior in exhibitions, the...
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doaj-eab0be3c2e354890b24a590a4aaf1a152020-11-25T00:44:15ZengMDPI AGArts2076-07522018-12-017410310.3390/arts7040103arts7040103Constructing Digital Game Exhibitions: Objects, Experiences, and ContextNiklas Nylund0School of Information Science, University of Tampere, Tampere FI-33014, FinlandA large number of exhibitions worldwide deal with digital games, but curators lack a coherent understanding of the different aspects of games that can be exhibited or a clear vocabulary for talking about them. Based on a literature review on game preservation and visitor behavior in exhibitions, the paper makes an argument for understanding digital games on display as made up of <i>object</i>, <i>experience</i>, and <i>context</i> aspects. The study further presents a matrix model for understanding and working with games in exhibitions. The model makes for a more nuanced understanding of the different ways digital games can be exhibited. Additionally, it clarifies the position of games in exhibitions as socioculturally constructed through inherently ideological curatorial choices.https://www.mdpi.com/2076-0752/7/4/103exhibition planningmuseum work practicesgame preservationcultural heritagedigital gameoriginal experiencecontextconstruct |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Niklas Nylund |
spellingShingle |
Niklas Nylund Constructing Digital Game Exhibitions: Objects, Experiences, and Context Arts exhibition planning museum work practices game preservation cultural heritage digital game original experience context construct |
author_facet |
Niklas Nylund |
author_sort |
Niklas Nylund |
title |
Constructing Digital Game Exhibitions: Objects, Experiences, and Context |
title_short |
Constructing Digital Game Exhibitions: Objects, Experiences, and Context |
title_full |
Constructing Digital Game Exhibitions: Objects, Experiences, and Context |
title_fullStr |
Constructing Digital Game Exhibitions: Objects, Experiences, and Context |
title_full_unstemmed |
Constructing Digital Game Exhibitions: Objects, Experiences, and Context |
title_sort |
constructing digital game exhibitions: objects, experiences, and context |
publisher |
MDPI AG |
series |
Arts |
issn |
2076-0752 |
publishDate |
2018-12-01 |
description |
A large number of exhibitions worldwide deal with digital games, but curators lack a coherent understanding of the different aspects of games that can be exhibited or a clear vocabulary for talking about them. Based on a literature review on game preservation and visitor behavior in exhibitions, the paper makes an argument for understanding digital games on display as made up of <i>object</i>, <i>experience</i>, and <i>context</i> aspects. The study further presents a matrix model for understanding and working with games in exhibitions. The model makes for a more nuanced understanding of the different ways digital games can be exhibited. Additionally, it clarifies the position of games in exhibitions as socioculturally constructed through inherently ideological curatorial choices. |
topic |
exhibition planning museum work practices game preservation cultural heritage digital game original experience context construct |
url |
https://www.mdpi.com/2076-0752/7/4/103 |
work_keys_str_mv |
AT niklasnylund constructingdigitalgameexhibitionsobjectsexperiencesandcontext |
_version_ |
1725275420015722496 |