It's Dangerous to Go Alone: Understanding How Museums
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Videogames in the Museum: Participation, Possibility and Play in Curating Meaningful Visitor Experiences
Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences Gregor White Lynn Parker This paper was presented at AAH 2016 - 42nd Annual Conference & Book fair, University of Edinburgh, 7-9 April 2016 White, G. & Love, L. (2016) ‘Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences’, Paper presented at Association of Art Historians 2016 Annual Conference and Bookfair, Edinburgh, United Kingdom, 7-9 April 2016. Videogames in the Museum: Participation, possibility and play in curating meaningful visitor experiences. Professor Gregor White Head of School of Arts, Media and Computer Games, Abertay University, Dundee, UK Email: [email protected] Lynn Parker Programme Leader, Computer Arts, Abertay University, Dundee, UK Email: [email protected] Keywords Videogames, games design, curators, museums, exhibition, agency, participation, rules, play, possibility space, co-creation, meaning-making Abstract In 2014 Videogames in the Museum [1] engaged with creative practitioners, games designers, curators and museums professionals to debate and explore the challenges of collecting and exhibiting videogames and games design. Discussions around authorship in games and games development, the transformative effect of the gallery on the cultural reception and significance of videogames led to the exploration of participatory modes and playful experiences that might more effectively expose the designer’s intent and enhance the nature of our experience as visitors and players. In proposing a participatory mode for the exhibition of videogames this article suggests an approach to exhibition and event design that attempts to resolve tensions between traditions of passive consumption of curated collections and active participation in meaning making using theoretical models from games analysis and criticism and the conceit of game and museum spaces as analogous rules based environments. -
The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
Effects of Art Styles on Video Game Narratives
Effects of Art Styles on Video Game Narratives UNIVERSITY OF TURKU Department of Future Technologies Master's Thesis July 2018 Leena Hölttä UNIVERSITY OF TURKU Department of Future Technologies HÖLTTÄ, LEENA Effects of Art Styles on Video Game Narratives Master's thesis, 76 pages, 29 appendix pages Computer Science August 2018 The effect of an art style on a video game's narrative is not widely studied and not much is known about how the general player base views the topic. This thesis attempts to answer this question through the use of two different surveys, a general theory related one, and one based upon images and categorization and a visual novel based interview that aims at gaining a further understanding of the subject. The general results point to the art style creating and emphasizing a narrative's mood and greatly enhancing the player experience. Based on these results a simple framework ASGDF was created to help beginning art directors and designers to create the most fitting style for their narrative. Key words: video games, art style, art, narrative, games TURUN YLIOPISTO Tulevaisuuden teknologioiden laitos HÖLTTÄ, LEENA Taidetyylien vaikutus videopelien narratiiviin Pro gradu -tutkielma, 76 s., 29 liites. Tietojenkäsittelytiede Elokuu 2018 Taidetyylien vaikutus videopelien narratiiviin ei ole laajasti tutkittu aihe, eikä ole laajasti tiedossa miten yleinen pelaajakunta näkee aiheen. Tämä tutkielma pyrkii vastaamaan tähän kysymykseen kahden eri kyselyn avulla, joista toinen on teoriaan perustuva kysely, ja toinen kuvien kategorisointiin perustuva kysely. Myös visuaalinovelliin perustuvaa haastattelua käytettiin tutkimuskysymyksen tutkimiseen. Yleiset tulokset viittaavat siihen, että taidetyyli vaikuttaa narratiivin tunnelmaan ja korostaa pelaajan kokemusta. -
Lifelong Fascinations: a Portrait of Margaret Woodbury Strong
ROCHESTER HISTORY Lifelong Fascinations: A Portrait of Margaret Woodbury Strong By Julia Novakovic Vol. 78 No. 1 A Publication of the Central Library of Rochester and Monroe County Colorized photograph of Margaret and John Woodbury, Japan trip, 1905. Box 54, Folder 6, Margaret Woodbury Strong Collection. Front Cover: Margaret with her favorite doll Mabel, 1902. Box 53, Folder 1, Margaret Woodbury Strong Collection. ROCHESTER HISTORY STAFF EDITOR: Christine L. Ridarsky ASSISTANT EDITOR: Amy Pepe LAYOUT AND DESIGN: Kristin Spath EDITORIAL BOARD Christine Christopher Julia Novakovic Christopher Communications The Strong Isabel Cordova, PhD Verdis Robinson Nazareth College Campus Compact Michelle Finn, PhD Marjorie Searl Deputy City Historian/ Memorial Art Gallery, retired Rochester Public Library Jose Torre, PhD Daniel B. Karin, PhD SUNY Brockport City Clerk, retired Carolyn Vacca, PhD Jim Memmott Monroe County Historian/ Democrat & Chronicle St. John Fisher College Dear Rochester History Reader, Margaret Woodbury Strong is an almost mythical figure in Rochester history. Born a child of privilege, she spent a lifetime pursuing experiences and collecting things that sparked her imagination. In Woodbury Strongʼs time, the concept of “play” was limited and certainly not thought of as a necessary thing in the healthy development of all children. She used her wealth and position to amass a collection of toys that eventually became the kernel of The Strong and set in motion a chain of events that has resulted in the creation and growth of one of the most famous and beloved of Rochesterʼs museums. In this issue of Rochester History, you will learn about Margaret Woodbury Strong and her decades of collecting. -
Video Game Preservation in the UK: a Survey of Records Management Practices
n Bachell, A., and Barr, M. (2014) Video game preservation in the UK: a survey of records management practices. International Journal of Digital Curation, 9 (2). pp. 139-170. ISSN 1746-8256 Copyright © 2014 The Authors http://eprints.gla.ac.uk/98882/ Deposited on: 31 October 2014 Enlighten – Research publications by members of the University of Glasgow http://eprints.gla.ac.uk IJDC | Peer-Reviewed Paper Video Game Preservation in the UK: Independent Games Developers’ Records Management Practices Alasdair Bachell Matthew Barr Perth and Kinross Council Archives HATII, University of Glasgow Abstract Video games are a cultural phenomenon; a medium like no other that has become one of the largest entertainment sectors in the world. While the UK boasts an enviable games development heritage, it risks losing a major part of its cultural output through an inability to preserve the games that are created by the country’s independent games developers. The issues go deeper than bit rot and other problems that affect all digital media; loss of context, copyright and legal issues, and the throwaway culture of the ‘next’ game all hinder the ability of fans and academics to preserve video games and make them accessible in the future. This study looked at the current attitudes towards preservation in the UK’s independent (‘indie’) video games industry by examining current record-keeping practices and analysing the views of games developers. The results show that there is an interest in preserving games, and possibly a desire to do so, but issues of piracy and cost prevent the industry from undertaking preservation work internally, and from allowing others to assume such responsibility. -
Art Games Applied to Disability
Figure 1. Thatgamecompany. PlayStation 3. (2009), Flower. Figure 2. Thatgamecompany. PlayStation 4. (2013), Flow. Esther Guanche Dorta. Phd student. [email protected] Ana Marqués Ibáñez. Teacher. [email protected] Department of Didactics of Plastic Expression. Faculty of Education. University of La Laguna. Tenerife. Art Games applied to disability. Figure 3. Thatgamecompany. PlayStation 3. (2012), Journey. THEME 4 – Technology – S3 DT Art Games, Disabilities, Design, Videogames, Inclusive education. Art Games applied to disability. Videogames are an emerging medium which represent a new form of artistic design, creating another means of expression for artists as well as different educational context adapted to people with dissabilities. Abstract This is a study of several examples of artistic videogames which can be 1. Art Games and Indie Games Concept The MOMA2 arranged an exhibition on the 50 years of videogame history, made a used to improve the quality of life of persons with impairment, for those review about the design and has added the most significant games to its permanent with specific or general motoric disabilities and mental disabilities in Art Game is an art object associated to the new interactive communications media exhibition, such as those of the Johnson Gallery with 14 videogames, which have order to bring them closer to art and design studies. As well as to develop new approaches in order to include this medium in artistic and a subgenre of the so-called serious videogames. The term was first used in been increased to around fifty. productions, study the impact of these images in Visual Culture and its academic circles in 2002, and referred to a videogame designed to boost artistic and construction by designing. -
Exhibit Opens February 6 Page 2 Royal Ball Weekend 7 3 New Exhibit 11 A.M.–4 P.M
Winter 2016 • Volume 6 • Issue 2 News and Events for Members, Donors, and Friends P L AY Time Build, Drive, Go Now Open 4 Rainbow Fish Musical 5 Pirate Island Weekend 6 Race to Win School Break6 Exhibit Opens February 6 Page 2 Royal Ball Weekend 7 NEW E XHIBIT XHIBIT E NEW Don't miss Micro Sprint Put the pedal to the metal at the Hot Wheels™: Race to Win™ race car driver Mike Austin exhibit opening on Saturday, February 6. February 6! 11 a.m.–4 p.m. Explore all that goes into the sport Yellow Zone a race car driver’s uniform, and explore Get ready for the ride of your life at the of racing—including the design, different styles of racing with displays What makes a car go? Get revved up opening of the Hot Wheels: Race to Win development, and testing of about three famous drivers—Jamie in the Yellow Zone as you examine exhibit. Meet local Micro Sprint race car cutting-edge car technology—in McMurray (NASCAR), Sarah Fisher the moving parts of a real engine to driver Mike Austin and check out one a quest for record-breaking speed (IndyCar), and Antron Brown learn how it provides power to turn of his real-life race cars. and precision. (Top Fuel). the crankshaft and gears which cause Become part of the race team and the wheels to spin. Become part of Red Zone burn up the track in four immersive the engine yourself by turning axles connected to a dragster and an Round the corner and head into the environments that simulate a racing Red Zone to learn about the most garage and a trackside pit. -
The Art of Video Games @ Smithsonian
This page was exported from - Digital meets Culture Export date: Tue Sep 28 13:43:42 2021 / +0000 GMT The Art of Video Games @ Smithsonian The Smithsonian American Art Museum hosts a very special exhibition, to explore the forty-year evolution of video games as an artistic medium, with a focus on striking visual effects and the creative use of new technologies. An amalgam of traditional art forms ? painting, writing, sculpture, music, storytelling, cinematography ? video games are an increasingly expressive medium and offer artists a previously unprecedented method of communicating with and engaging audiences: in the forty years since the introduction of the first home video game, the field has attracted exceptional artistic talent. The exhibition features some of the most influential artists and designers during five eras of game technology, from early pioneers to contemporary designers, and is focused on the interplay of graphics, technology and storytelling through some of the best games for twenty gaming systems ranging from the Atari VCS to the PlayStation 3. Eighty games, selected with a poll by the public that replied enthusiastically - more than 3.7 million votes were cast by 119,000 people in 175 countries! - to the Smithsonian's call, demonstrate the evolution of the medium. The games are presented through still images and video footage. Five featured games, one from each era, show how players interact with diverse virtual worlds, highlighting innovative techniques that set the standard for many subsequent games. The playable games are Pac-Man, Super Mario Brothers, The Secret of Monkey Island, Myst, and Flower. Further the exhibition, there are video interviews with twenty developers and artists, large prints of in-game screen shots, and historic game consoles. -
The Dreamcast, Console of the Avant-Garde
Loading… The Journal of the Canadian Game Studies Association Vol 6(9): 82-99 http://loading.gamestudies.ca The Dreamcast, Console of the Avant-Garde Nick Montfort Mia Consalvo Massachusetts Institute of Technology Concordia University [email protected] [email protected] Abstract We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde. After characterizing the avant-garde, we investigate reasons that Sega's position within the industry and their policies may have facilitated development that expressed itself in this way and was received by gamers using terms that are associated with avant-garde work. We describe five Dreamcast games (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and explain how the advances made by these industrially productions are related to the 20th century avant- garde's lesser advances in the arts. We conclude by considering the contributions to gaming that were made on the Dreamcast and the areas of inquiry that remain to be explored by console videogame developers today. Author Keywords Aesthetics; art; avant-garde; commerce; console games; Dreamcast; game studios; platforms; politics; Sega; Tetsuya Mizuguchi Introduction A platform can facilitate new types of videogame development and can expand the concept of videogaming. The Dreamcast, however brief its commercial life, was a platform that allowed for such work to happen and that accomplished this. It is not just that there were a large number of weird or unusual games developed during the short commercial life of this platform. We argue, rather, that avant-garde videogame development happened on the Dreamcast, even though this development occurred in industrial rather than "indie" or art contexts. -
Instruction Booklet
CAPCOM ENTERTAINMENT, INC., 800 Concar Drive, Suite 300, San Mateo, CA 94402 © CAPCOM CO., LTD. 2006, 2008 ALL RIGHTS RESERVED. Wii development by Ready At Dawn Studios LLC. CAPCOM and the CAPCOM LOGO are registered trademarks of CAPCOM CO., LTD. ŌKAMI is a trademark of CAPCOM CO., LTD. The typefaces included herein are solely developed by DynaComware. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are owned by their respective owners. www.capcom.com/okami PRINTED IN USA INSTRUCTION BOOKLET ESRB on Front: 14 x 21 mm OKAMI: Wii Manual Cover - Round 5 Prepared by Eclipse Advertising on: February 28, 2008 PLEASE CAREFULLY READ THE Wii™ OPERATIONS MANUAL COMPLETELY BEFORE USING YOUR Wii HARDWARE SYSTEM, GAME DISC OR ACCESSORY. THIS MANUAL CONTAINS IMPORTANT The Official Seal is your assurance that this product is licensed or manufactured by HEALTH AND SAFETY INFORMATION. Nintendo. Always look for this seal when buying video game systems, accessories, games and related products. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES. Dolby, Pro Logic, and the double-D symbol are trademarks of Dolby Laboratories. Manufactured under license from Dolby Laboratories. WARNING – Seizures This game is presented in Dolby Pro Logic II. To play games that carry the Dolby Pro Logic II logo in surround sound, you will need a Dolby Pro Logic II, Dolby Pro Logic or Dolby Pro Logic IIx receiver. These • Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or receivers are sold separately. -
The Legality and Morality of Video Game Emulation (Research-In- Progress)
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by AIS Electronic Library (AISeL) Association for Information Systems AIS Electronic Library (AISeL) SAIS 2020 Proceedings Southern (SAIS) Fall 9-11-2020 The Legality and Morality of Video Game Emulation (Research-In- Progress) Mehruz Kamal State University of New York at Brockport, [email protected] Xavier Vogel State University of New York at Brockport, [email protected] Follow this and additional works at: https://aisel.aisnet.org/sais2020 Recommended Citation Kamal, Mehruz and Vogel, Xavier, "The Legality and Morality of Video Game Emulation (Research-In- Progress)" (2020). SAIS 2020 Proceedings. 14. https://aisel.aisnet.org/sais2020/14 This material is brought to you by the Southern (SAIS) at AIS Electronic Library (AISeL). It has been accepted for inclusion in SAIS 2020 Proceedings by an authorized administrator of AIS Electronic Library (AISeL). For more information, please contact [email protected]. Kamal & Vogel The Legality and Morality of Video Game Emulation THE LEGALITY AND MORALITY OF VIDEO GAME EMULATION Mehruz Kamal Xavier Vogel State University of New York at Brockport State University of New York at Brockport [email protected] [email protected] ABSTRACT The purpose of this paper is to examine the various factors surrounding video game emulation as well as the legal and moral implications of the technology. Firstly, the background and history of the technology is described and explored. Next, the laws surrounding emulation are examined, with it being shown that a great deal of people are not aware of how the law impacts the technology and the consequences of this. -
Finding Aid to the Stefanie Eskander Papers, 1986-2018
Brian Sutton-Smith Library and Archives of Play Stefanie Eskander Papers Finding Aid to the Stefanie Eskander Papers, 1986-2018 Summary Information Title: Stefanie Eskander papers Creator: Stefanie Eskander (primary) ID: 118.8603 Date: 1986-2018 (inclusive); 1990s (bulk) Extent: 7.5 linear feet (physical); 130 MB (digital) Language: This collection is in English. Abstract: The Stefanie Eskander papers are a compilation of concept sketches, presentation drawings, and other artwork for dolls, toys, and games created by Eskander for various toy companies. The bulk of the materials are from the 1990s. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donor has not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, she has given permission for The Strong to make copies in all media for museum, educational, and research purposes. Custodial History: The Stefanie Eskander papers were donated to The Strong in August 2018 as a gift of Stefanie Clark Eskander. The papers were accessioned by The Strong under Object ID 118.8603 and were received from Eskander in a portfolio and several oversized folders. Preferred citation for publication: Stefanie Eskander papers, Brian Sutton-Smith Library and Archives of Play at The Strong Processed by: Julia Novakovic, January 2019 Controlled Access Terms Personal Names • Eskander, Stefanie Corporate Names • Hasbro, Inc.