The Introduction of Computer and Video Games in Museums – Experiences and Possibilities
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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. -
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. -
Press Start: Video Games and Art
Press Start: Video Games and Art BY ERIN GAVIN Throughout the history of art, there have been many times when a new artistic medium has struggled to be recognized as an art form. Media such as photography, not considered an art until almost one hundred years after its creation, were eventually accepted into the art world. In the past forty years, a new medium has been introduced and is increasingly becoming more integrated into the arts. Video games, and their rapid development, provide new opportunities for artists to convey a message, immersing the player in their work. However, video games still struggle to be recognized as an art form, and there is much debate as to whether or not they should be. Before I address the influences of video games on the art world, I would like to pose one question: What is art? One definition of art is: “the expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power.”1 If this definition were the only criteria, then video games certainly fall under the category. It is not so simple, however. In modern times, the definition has become hazy. Many of today’s popular video games are most definitely not artistic, just as not every painting in existence is considered successful. Certain games are held at a higher regard than others. There is also the problem of whom and what defines works as art. Many gamers consider certain games as works of art while the average person might not believe so. -
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. -
University of Alberta Emerging Adults and the Domestication of Console
University of Alberta Emerging adults and the domestication of console-based video games in the home by Joshua Noble A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Arts in Communication and Technology Faculty of Extension © Joshua Noble Spring 2014 Edmonton, Alberta Permission is hereby granted to the University of Alberta Libraries to reproduce single copies of this thesis and to lend or sell such copies for private, scholarly or scientific research purposes only. Where the thesis is converted to, or otherwise made available in digital form, the University of Alberta will advise potential users of the thesis of these terms. The author reserves all other publication and other rights in association with the copyright in the thesis and, except as herein before provided, neither the thesis nor any substantial portion thereof may be printed or otherwise reproduced in any material form whatsoever without the author’s prior written permission. DEDICATION Dedicated to my wonderful wife Vicki; thanks for sticking around while I wrote my Master’s thesis. Oh the streets of Grand Theft Auto San Andreas fill with smoke Doorbell rings I put my controller down and pick it up Shoot some things Later, the darkness hits reboot and the loneliness increases She said she'd come back home when I write my Master's thesis -When I write my Master’s Thesis, John K. Samson ABSTRACT Ten emerging adults were interviewed about their experiences of console-based video games in their domestic context. Emerging adults were chosen because they constitute the first generation of video game natives, the first generation to grow up with video games as a ubiquitous piece of Everyday Life. -
Are Video Games Art?
Contemporary Aesthetics (Journal Archive) Volume 3 Volume 3 (2005) Article 6 2005 Are Video Games Art? Aaron Smuts University of Wisconsin, Madison, [email protected] Follow this and additional works at: https://digitalcommons.risd.edu/liberalarts_contempaesthetics Part of the Aesthetics Commons Recommended Citation Smuts, Aaron (2005) "Are Video Games Art?," Contemporary Aesthetics (Journal Archive): Vol. 3 , Article 6. Available at: https://digitalcommons.risd.edu/liberalarts_contempaesthetics/vol3/iss1/6 This Article is brought to you for free and open access by the Liberal Arts Division at DigitalCommons@RISD. It has been accepted for inclusion in Contemporary Aesthetics (Journal Archive) by an authorized editor of DigitalCommons@RISD. For more information, please contact [email protected]. Are Video Games Art? Aaron Smuts About CA Abstract Journal In this paper I argue that by any major definition of art many modern video games should be considered art. Rather than Contact CA defining art and defending video games based on a single contentious definition, I offer reasons for thinking that video Links games can be art according to historical, aesthetic, institutional, representational and expressive theories of art. Submissions Overall, I argue that while many video games probably should not be considered art, there are good reasons to think that Search Journal some video games should be classified as art, and that the debates concerning the artistic status of chess and sports offer some insights into the status of video games. Key