The Introduction of Computer and Video Games in Museums – Experiences and Possibilities Tiia Naskali, Jaakko Suominen, Petri Saarikoski
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Video and Computer Games As Grounding Experiences for Learning
Black, J.B., Khan, S.A.and Huang,S.C.D.(2014) Video games as grounding experiences for learning. In F. C. Blumberg (Ed.) Learning by playing: Frontiers of videogaming in education. New York: Oxford University Press Video and Computer Games as Grounding Experiences for Learning John B. Black, Saadia A. Khan and Shih-Chieh Doug Huang Teachers College, Columbia University Abstract A powerful role for games and simulations is providing rich, perceptually- grounded experience with the content being learned, which when combined with more formal learning activities, provides deeper more robust learning that transfers. Research with an historical simulation game found that grappling with historical dynamics via game play prepared students to learn more from reading a difficult chapter from a college history text. Similarly, interpreting observations in an archaeological site simulation increased students’ ability to interpret and argue using such observations. Other research showed that having learners use avatars to role play historical actors and events in a virtual world simulation of the history increased learning, understanding and transfer of historical knowledge acquired from reading about the history. Further research found that increasing the perceptual richness of grounding physics experiences with a simulation game providing force feedback increased student learning and understanding of concepts in physics. Keywords: Grounded Cognition, Embodied Cognition, Experience, Learning, Transfer 1 Most of learning in school is thin and shallow: it is not understood very deeply, is quickly forgotten and does not really become part of the way the learners think about the world. As Dewey (1938) pointed out, learning without experiencing what is being learned is not meaningful. -
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. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
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. -
The Adaptation of the Cultural and Creative Industries Cluster Policy In
The Adaptation of the Cultural and Creative Industries Clusters Policies in Eastern Asian Cities: The Case Studies in Taiwan By PEI-LING, LIAO A thesis submitted to the University of Birmingham For the degree of Doctor of Philosophy Department of Management Birmingham Business School College of Social Sciences University of Birmingham June 2014 University of Birmingham Research Archive e-theses repository This unpublished thesis/dissertation is copyright of the author and/or third parties. The intellectual property rights of the author or third parties in respect of this work are as defined by The Copyright Designs and Patents Act 1988 or as modified by any successor legislation. Any use made of information contained in this thesis/dissertation must be in accordance with that legislation and must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the permission of the copyright holder. Acknowledgments This thesis is dedicated to my parents and brother, who gave up so much for me to complete this work. Thank you to my first supervisor Dr. Caroline Chapain, and second supervisor Dr. Lauren Andres, my examiners Professor Graeme Evans, Dr. Christopher Collinge and my Chair Dr. John Gibney, without your supervision, support and encouragement, I will not able to complete this thesis and my study. I express gratitude to my friends , especially Jung-Chen, Jennifer, Chun-Ting, Liang-Ting and Ya-Hui, and my colleagues Kong, Li-Yun, Chun, Jin-I, Bing, Yanan and David, no matter where you are, you gives me many support and power to complete my work. To the professionals and academicians who help with my research and deserve credit for encouraging me to enter the Doctoral program, I express my sincere thanks. -
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. -
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. -
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 Art of Play: Video Games Exhibit Opens at Museum in Washington
29 March 2012 | MP3 at voaspecialenglish.com The Art of Play: Video Games Exhibit Opens at Museum in Washington VOA The new exhibit at the Smithsonian's National Museum of American Art JUNE SIMMS: Welcome to AMERICAN MOSAIC in VOA Special English. (MUSIC) I'm June Simms. On the program today, we play new music from Justin Townes Earle … And we return to a story about the sale of shares in a company that operates a famous New York skyscraper … But first, we go play games at an art show in Washington. (MUSIC) "The Art of Video Games" JUNE SIMMS: Most art exhibits have a no-touch policy. At the Smithsonian Institution, guards often give a warning if people position themselves too close to works of art. But, right now, the Smithsonian's National Museum of American Art 2 is inviting visitors to play with parts of its new exhibit, "The Art of Video Games." Mario Ritter has our story. MARIO RITTER: Six-year-old gamer Jacob Smith enjoys playing at the museum. JACOB SMITH: "Awesome." Jacob was prepared to take a favorite video game he found there. JACOB SMITH: "I was really excited. I think that you could buy games here. Like I have some money." But none of the eighty games are for sale. They all are on loan from Chris Melissinos, who set up the show. CHRIS MELISSINOS: "Video games have been present in my life since as long as I can remember." Chris Melissinos sees video games as more than just play things. He suspects other people feel the same way. -
Sonic 2: Bigger Than Madonna Jeux Vidéos Pour Enfants
ASp la revue du GERAS 2 | 1993 Actes du 14e colloque du GERAS Sonic 2: bigger than Madonna Jeux vidéos pour enfants Catherine Hillman-Steven Electronic version URL: http://journals.openedition.org/asp/4326 DOI: 10.4000/asp.4326 ISSN: 2108-6354 Publisher Groupe d'étude et de recherche en anglais de spécialité Printed version Date of publication: 1 October 1993 Number of pages: 371-387 ISSN: 1246-8185 Electronic reference Catherine Hillman-Steven, « Sonic 2: bigger than Madonna », ASp [Online], 2 | 1993, Online since 07 March 2014, connection on 19 April 2019. URL : http://journals.openedition.org/asp/4326 ; DOI : 10.4000/asp.4326 This text was automatically generated on 19 April 2019. Tous droits réservés Sonic 2: bigger than Madonna 1 Sonic 2: bigger than Madonna Jeux vidéos pour enfants Catherine Hillman-Steven Introduction 1 The Daily Mirror described the new video game Sonic 2 thus: It’s new, it’s mega, it’s bigger than Madonna! 2 The video games company Sega launched its advertising campaign for the sale of its second video game featuring its already famous hero, Sonic 2, in November 1992. Within a week sales had surpassed even the wildest predictions and the Daily Mirror ran a front page advertisement to win a Sonic game carrying the following extravagant headline: Sonic 2, we’ve got 50 to give away 3 The headlines of the same page resume the preoccupation of the public to counter- balance the ill effects of the recession, carrying stories of the Royal Family and their unwillingness to pay tax or the repair bills for Windsor Castle (cf. -
“Hardcore” Video Game Culture Joseph A
Proceedings of the New York State Communication Association Volume 2013 Proceedings of the 71st New York State Article 7 Communication Association 2014 The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro St. John Fisher College, [email protected] Christopher R. Ortega [email protected] Michael J. Egnoto [email protected] Follow this and additional works at: http://docs.rwu.edu/nyscaproceedings Part of the Mass Communication Commons Recommended Citation Loporcaro, Joseph A.; Ortega, Christopher R.; and Egnoto, Michael J. (2014) "The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture," Proceedings of the New York State Communication Association: Vol. 2013, Article 7. Available at: http://docs.rwu.edu/nyscaproceedings/vol2013/iss2013/7 This Conference Paper is brought to you for free and open access by the Journals at DOCS@RWU. It has been accepted for inclusion in Proceedings of the New York State Communication Association by an authorized administrator of DOCS@RWU. For more information, please contact [email protected]. Loporcaro et al.: The Hardcore Scorecard The Hardcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro, Christopher R. Ortega, Michael J. Egnoto St. John Fisher College __________________________________________________________________ The goal of the current study is to further conceptualize and define the term “hardcore” as it relates to video game culture. Past research indicates that members of cultural subdivisions favor their own group versus others due to perceived commonalities (Durkheim, 1915; Tajfel, 1970). In gaming culture, the subdivisions of “hardcore” and “casual” games/gamers have become especially salient in recent years. -
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.