Videogames can be found in a diversity of museums as tools for engagement, mediation, and interpretation, but their relatively recent inclusion as collection objects in institutions such as the MoMA and the V&A raises tensions between the medium and the exhibition spaces. This paper aims to present an overview of the strategies employed in the exhibition of videogames, and to suggest curatorial methodologies that can be adapted in order to effectively introduce videogames into spaces dedicated to the exhibition of art. Curators are currently at a stage of experimentation in the field of videogames in museums, a time of both challenges and opportunities to study, develop and test new practices. More than providing a comprehensive guide t...
This article uses The Museum of Modern Art’s 2012 foray into video game collection as an occasion to...
This paper argues that the influence of multimedia on exhibition practices can be felt not only by t...
In the last few years, video games reached a maturity that is now recognized at an institutional lev...
Video games are inherently problematic as cultural artefacts, presenting issues of stability, curren...
Over the last two decades, public and academic discourse has concluded that video games are an art f...
This study investigates the relationship between playable, interactive games onoriginal hardware and...
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...
The term ‘gamification’ can be defined as a phenomenon that uses a game as both a vehicle for inform...
Videogames are one of the most popular forms of entertainment both internationally and in the UK tod...
A large number of exhibitions worldwide deal with digital games, but curators lack a coherent unders...
This paper is an examination of video games as an artistic medium, and of their current presentation...
This thesis contributes to the academic fields of Museum Studies and Game Studies by rethinking the ...
In recent years, renowned museums such as the Museum of Modern Art in New York have started acquirin...
The last two decades have seen the emergence and formalization of game studies as an academic discip...
This article uses The Museum of Modern Art’s 2012 foray into video game collection as an occasion to...
This paper argues that the influence of multimedia on exhibition practices can be felt not only by t...
In the last few years, video games reached a maturity that is now recognized at an institutional lev...
Video games are inherently problematic as cultural artefacts, presenting issues of stability, curren...
Over the last two decades, public and academic discourse has concluded that video games are an art f...
This study investigates the relationship between playable, interactive games onoriginal hardware and...
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...
The term ‘gamification’ can be defined as a phenomenon that uses a game as both a vehicle for inform...
Videogames are one of the most popular forms of entertainment both internationally and in the UK tod...
A large number of exhibitions worldwide deal with digital games, but curators lack a coherent unders...
This paper is an examination of video games as an artistic medium, and of their current presentation...
This thesis contributes to the academic fields of Museum Studies and Game Studies by rethinking the ...
In recent years, renowned museums such as the Museum of Modern Art in New York have started acquirin...
The last two decades have seen the emergence and formalization of game studies as an academic discip...
This article uses The Museum of Modern Art’s 2012 foray into video game collection as an occasion to...
This paper argues that the influence of multimedia on exhibition practices can be felt not only by t...
In the last few years, video games reached a maturity that is now recognized at an institutional lev...