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 object, experience, and context 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...
This research explores exhibitions of video games featured in museums, in which commercial gaming pr...
Digital games are commonly described as phenomena that combine aesthetic, social and technological e...
Over the last two decades, public and academic discourse has concluded that video games are an art f...
Niklas Nylund argued that videogames lacked a coherent descriptive framework required to understand ...
This study investigates the relationship between playable, interactive games onoriginal hardware and...
Video games are inherently problematic as cultural artefacts, presenting issues of stability, curren...
Part 7: Celebrating Nostalgia for Games - And Its Potential as Trojan HorseInternational audienceCom...
In the field of museum studies there has been very little consideration of games and their applicati...
Videogames can be found in a diversity of museums as tools for engagement, mediation, and interpreta...
This thesis contributes to the academic fields of Museum Studies and Game Studies by rethinking the ...
In recent years, some museums have introduced the video game among the communication strategies aime...
This thesis examines how practices of narrative and level design used in the videogame industry can ...
The term ‘gamification’ can be defined as a phenomenon that uses a game as both a vehicle for inform...
Interactive digital technology has been increasingly used for the purpose of audiencedevelopment by ...
This paper argues that the influence of multimedia on exhibition practices can be felt not only by t...
This research explores exhibitions of video games featured in museums, in which commercial gaming pr...
Digital games are commonly described as phenomena that combine aesthetic, social and technological e...
Over the last two decades, public and academic discourse has concluded that video games are an art f...
Niklas Nylund argued that videogames lacked a coherent descriptive framework required to understand ...
This study investigates the relationship between playable, interactive games onoriginal hardware and...
Video games are inherently problematic as cultural artefacts, presenting issues of stability, curren...
Part 7: Celebrating Nostalgia for Games - And Its Potential as Trojan HorseInternational audienceCom...
In the field of museum studies there has been very little consideration of games and their applicati...
Videogames can be found in a diversity of museums as tools for engagement, mediation, and interpreta...
This thesis contributes to the academic fields of Museum Studies and Game Studies by rethinking the ...
In recent years, some museums have introduced the video game among the communication strategies aime...
This thesis examines how practices of narrative and level design used in the videogame industry can ...
The term ‘gamification’ can be defined as a phenomenon that uses a game as both a vehicle for inform...
Interactive digital technology has been increasingly used for the purpose of audiencedevelopment by ...
This paper argues that the influence of multimedia on exhibition practices can be felt not only by t...
This research explores exhibitions of video games featured in museums, in which commercial gaming pr...
Digital games are commonly described as phenomena that combine aesthetic, social and technological e...
Over the last two decades, public and academic discourse has concluded that video games are an art f...