Constructing Digital Game Exhibitions: Objects, Experiences, and Context
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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. -
Heroes of Warland in Madrid World Football Summit
PRESS RELEASE 24 September 2018 at 09:00 (EEST) Heroes of Warland in Madrid World Football Summit Nitro Games presents its upcoming game Heroes of Warland in World Football Summit this week in Madrid, Spain. “We consider Spain a very important market in the field of eSports. In WFS we’re presenting Heroes of Warland for Spanish speaking audience, as well as exploring opportunities related to competitive gaming and eSports on mobile.” says Jussi Tähtinen, CEO & Co-Founder, Nitro Games Oyj. The World Football Summit takes place in Teatro Goya, Madrid on September 24 – 25. WFS is the international event of the football industry, gathering 2300+ attendees and the most influential professionals from 80+ countries, as well as 160+ clubs and 100+ medias, in order to discuss the most relevant topics and to generate business opportunities. Several of these parties are also active in the field of eSports. Nitro Games is attending the event to showcase Heroes of Warland and Heroes & Superstars reality show. CEO Jussi Tähtinen is also a speaker at the event. Find out more about WFS: https://worldfootballsummit.com/en/ Heroes of Warland is now available in Google Play Open Beta in 139 countries. This means the game is available globally for early testers having Android devices, excluding China and few other countries. The game is featured in Google Play in Early Access category in all 139 countries. Heroes of Warland is a team-based competitive multiplayer game on mobile. With Heroes of Warland, Nitro Games is introducing hero-based shooter genre on mobile for the first time. -
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. -
The Introduction of Computer and Video Games in Museums – Experiences and Possibilities
The Introduction of Computer and Video Games in Museums – Experiences and Possibilities Tiia Naskali, Jaakko Suominen, and Petri Saarikoski University of Turku, Digital Culture, Degree Program of Cultural Production and Landscape Studies, Pori, Finland {tiia.naskali,jaakko.suominen,petri.saarikoski}@utu.fi Abstract. Computers and other digital devices have been used for gaming since the 1940s. However, the growth in popularity of commercial videogames has only recently been witnessed in museums. This paper creates an overview of how digital gaming devices have been introduced in museum exhibitions over the last fifteen years. The following discussion will give examples of exhibitions from different countries and provide answers to the following questions: Can digital games and gaming devices be used as promotional gimmicks for attracting new audiences to museums? How can mainframe computers be taken into account in digital game related exhibitions? How has the difference between cultural-historical and art museum contexts affected the methods for introducing digital games? Is there still room for general exhibitions of digital games or should one focus more on special theme exhibitions? How are museum professionals, researchers and computer hobbyists able to collaborate in exhibition projects? Keywords: Digital games, museums, exhibitions. 1 Introduction – Pulling in with Digital Games The popularity of digital games has increased during the last few decades. The playing of games plays an important role in many people’s lives, and the average age of players is, in many countries, almost 40 years-old. In Finland, for example, the average age of the digital game player was 37 years-old in 2011, while a total of 73 % of Finns played digital games. -
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. -
The Intentions of International Tourists to Attend the 2016 Rio Summer Olympic and Paralympic Games: a Study of the Image of Rio De Janeiro and Brazil
Ann Appl Sport Sci 8(3): e798, 2020. http://www.aassjournal.com; e-ISSN: 2322–4479; p-ISSN: 2476–4981. 10.29252/aassjournal.798 ORIGINAL ARTICLE The Intentions of International Tourists to Attend the 2016 Rio Summer Olympic and Paralympic Games: A Study of the Image of Rio de Janeiro and Brazil Leonardo Jose Mataruna-Dos-Santos* College of Business Administration, American University in the Emirates, Dubai, UAE. Submitted 22 September 2019; Accepted in final form 27 February 2020. ABSTRACT Background. This paper investigates how hosting a mega sports event such as the 2016 Rio Games – Olympic and Paralympic influence the Rio de Janeiro and Brazil image’ like popular destinations among tourists. Objectives. The following hypotheses guided our research to identify the more positive image of Brazil as a tourism destination. Methods. A mixed research design combining both qualitative and quantitative approaches was used. Participants were recruited at the Technische Universität München and in the city center of Munich, Germany. The two dimensions (cognitive and affective) of the tourism destination image were considered to elaborate a questionnaire survey, which mixes both qualitative and quantitative methods. Results. The significant factors influencing the intentions of a person to attend the Games in Brazil are the positive portrayed image of the country and their sport interest. According to the multiple regression conducted, the only variables, which have influenced people’s intention to go to Brazil for the Olympics, were the image of the country as a tourism destination (β = 0.404, p < 0.05) and sports interests (β = 0.259, p < 0.05). -
From Regional Sports Rivalry to Separatist Politics
Syracuse University SURFACE Syracuse University Honors Program Capstone Syracuse University Honors Program Capstone Projects Projects Spring 5-5-2015 More Than Just A Game: From Regional Sports Rivalry to Separatist Politics Ruitong Zhou Syracuse University Follow this and additional works at: https://surface.syr.edu/honors_capstone Part of the Advertising and Promotion Management Commons Recommended Citation Zhou, Ruitong, "More Than Just A Game: From Regional Sports Rivalry to Separatist Politics" (2015). Syracuse University Honors Program Capstone Projects. 901. https://surface.syr.edu/honors_capstone/901 This Honors Capstone Project is brought to you for free and open access by the Syracuse University Honors Program Capstone Projects at SURFACE. It has been accepted for inclusion in Syracuse University Honors Program Capstone Projects by an authorized administrator of SURFACE. For more information, please contact [email protected]. More Than Just A Game: From Regional Sports Rivalry to Separatist Politics A Capstone Project Submitted in Partial Fulfillment of the Requirements of the Renée Crown University Honors Program at Syracuse University Ruitong Zhou Candidate for Bachelor of Arts Degree and Renée Crown University Honors May 2015 Honors Capstone Project in: Public Relations, International Relations, and Political Science Capstone Project Advisor: _______________________ Professor Joan Deppa Capstone Project Reader: _______________________ Professor Dieter Roberto Kuehl Honors Director: _______________________ Stephen Kuusisto, Director Date: [April 20, 2015] i Abstract In the Capstone, I will explore one of the most intense football clashes in history: El Clásico (The Classic), which refers to a match-up between Real Madrid C.F. and FC Barcelona. When these most successful football clubs meet on the field for 90 minutes of intense action, it soon becomes very clear that this is much more than just a game or just sports. -
New Joysticks Available for Your Atari 2600
May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill. -
An Improved Award System for Soccer
An Improved Award System for Soccer Eduardo Fernandez-Cantelli Glen Meeden¤ Department of Marketing School of Statistics Real Madrid C.F. University of Minnesota Agustin de Foxa 27-4 Minneapolis, MN 55455 28036 Madrid, Spain [email protected] [email protected] May 2002 Historically, say prior to 1980, soccer leagues awarded two points to the winning team in a match and zero points to the losing team. In the case of a tie each team was awarded one point. The ¯nal standings for a league was based on the total number of points earned by each team during the season. There was concern with the lack of goal scoring under that system and with the proportion of games which end in a tie. In part these outcomes result from the weaker team playing a very conservative or defensive strategy. To try to overcome these problems several important European leagues replaced the 2-1-0 award system with the 3-1-0 award system where the winning team was awarded three points instead of two. The 3-1-0 system is now common throughout the world including the quadrennial World Cup competition. England was the pioneer in adopting the 3-1-0 award system. It was ¯rst used there in the 1981/82 season. In the following years it was taken up in other countries. For ten di®erent countries we collected data from leading leagues which changed from the 2-1-0 award system to the 3-1-0 award system. For example for England we collected data for the 17 seasons preceding 1981/82 for the 2-1-0 award system and the subsequent 19 seasons under the 3-1-0 award system. -
Documenting Videogame Communities
Documenting Videogame Communities Skrifter utgivna av Inst. för ABM vid Uppsala universitet. Volume 7. Distribution: Department of ALM Uppsala University Box 625 751 26 Uppsala [email protected] Documenting Videogame Communities A Study of Community Production of Information in Social-Media Environments and its Implications for Videogame Preservation Olle Sköld Skrifter utgivna av Inst. för ABM vid Uppsala universitet. Volume 7. Dissertation presented at Uppsala University to be publicly examined in Humanistiska Teatern, Thunbergsvägen 3H, Uppsala, Friday, 2 March 2018 at 13:15 for the degree of Doctor of Philosophy. The examination will be conducted in English. Faculty examiner: Associate Professor Kiersten Latham (School of Information, Kent State University). Abstract Sköld, O. 2018. Documenting Videogame Communities. A Study of Community Production of Information in Social-Media Environments and its Implications for Videogame Preservation. Skrifter utgivna vid institutionen för ABM vid Uppsala universitet 7. 164 pp. Uppsala: Department of ALM. ISBN 978-91-506-2676-6. Drawing on the disciplines of library and information studies and archival studies, this study seeks to explore the production of information in online videogame communities and to elucidate how such insights can offer practical and conceptual support to the knotty issue of how to preserve those sociocultural aspects of videogames that exist 'beyond' the code and audiovisual data resources of the videogame itself. This is accomplished in two principal moves: (i) by delving into the current state of socioculturally-focused videogame preservation and; (ii) by inquiring into the production of information carried out by videogame communities in what arguably is one of their most important interfaces of interaction—discussion forums, wikis, and other social-media services. -
The Rio Olympic Games: a Look Into City Dynamics Through the Lens of Twitter Data
sustainability Article The Rio Olympic Games: A Look into City Dynamics through the Lens of Twitter Data Ana Condeço-Melhorado 1,* , Inmaculada Mohino 2, Borja Moya-Gómez 3 and Juan Carlos García-Palomares 1 1 tGIS Research Group, Geography Department, Complutense University of Madrid, 28040 Madrid, Spain; [email protected] 2 LoCUS Interdisciplinary Lab on Complex Urban & Regional Spatial Processes, Department of City and Regional Planning, School of Architecture, Universidad Politécnica de Madrid, 28040 Madrid, Spain; [email protected] 3 Transport Research Centre (TRANSyT-UPM), Universidad Politécnica de Madrid, 28040 Madrid, Spain; [email protected] * Correspondence: [email protected] Received: 11 July 2020; Accepted: 13 August 2020; Published: 27 August 2020 Abstract: The Olympic Games have a huge impact on the cities where they are held, both during the actual celebration of the event, and before and after it. This study presents a new approach based on spatial analysis, GIS, and data coming from Location-Based Social Networks to model the spatiotemporal dimension of impacts associated with the Rio 2016 Olympic Games. Geolocalized data from Twitter are used to analyze the activity pattern of users from two different viewpoints. The first monitors the activity of Twitter users during the event—The arrival of visitors, where they came from, and the use which residents and tourists made of different areas of the city. The second assesses the spatiotemporal use of the city by Twitter users before the event, compared to the use during and after the event. The results not only reveal which spaces were the most used while the Games were being held but also changes in the urban dynamics after the Games. -
Report of the Independent Observers Games of the XXXI Olympiad, Rio De Janeiro 2016
Report of the Independent Observers Games of the XXXI Olympiad, Rio de Janeiro 2016 Contents 1. Acronyms & Abbreviations ...................................................................... 3 2. Remit of the WADA IO Team in Rio .......................................................... 4 3. Executive Summary ............................................................................... 4 4. Pre-Games initiatives ............................................................................. 7 4.1 The Rio 2016 Anti-Doping Taskforce ...............................................7 4.2 The Rio 2016 Pre-Games Intelligence Taskforce ...............................9 4.3 Re-Testing of 2008 and 2012 Samples ............................................11 5. Test Distribution Planning Before and During the Games .......................... 12 6. Sample Collection ................................................................................ 15 6.1 Testing Outside of Olympic-Accredited Venues .................................15 6.2 Testing at Olympic Accredited Venues in Brazil – Logistical Failings ...16 6.3 Meeting Specific Gravity Requirements ...........................................32 6.4 Conclusion in Relation to the Sample Collection Process in Rio ...........33 6.5 Summary of Sample Collection Figures ...........................................33 7. Transport of Samples to LBCD .............................................................. 35 8. Analysis of Samples by LBCD ...............................................................