Constructing Digital Game Exhibitions: Objects, Experiences, and Context
Abstract
:1. Introduction
2. Results
2.1. Game Artifacts in Exhibitions
2.2. Exhibited Games as Interactive Experiences
A museum is a non-profit, permanent institution in the service of society and its development, open to the public, which acquires, conserves, researches, communicates and exhibits the tangible and intangible heritage of humanity and its environment for the purposes of education, study and enjoyment.
2.3. Beyond Original Experiences
Visitors come to museums with their own agendas and construct their own meanings within museums. Regardless of what the museum staff intend, visitors’ different expectations, previous museum experiences, and levels of perceptual skills mean that museum experiences is often personal and individual rather than standard and generic.
(W)hile it is desirable to present playable original games in an exhibition it cannot be expected that visitors will have the same experience as players had with the game in its historical context and it is questionable whether providing playable games on original hardware is enough to achieve the objects of game preservation and exhibition.
2.4. Context in Game Exhibitions
2.5. Understanding Games on Display
3. Discussion
Funding
Acknowledgments
Conflicts of Interest
References
Ludography
Inva-Taxi (1994), Åkesoft.Max Payne (2001), Remedy Entertainment.Propilkki (1999), Procyon Productions.Raharuhtinas (1984), Amersoft.Super Mario Bros. (1985), Nintendo.Supernauts (2013), Grand Cru.Where in Time is Carmen Sandiego? (1989), Broderbund.Exhibitions Mentioned
Applied Design/The Museum of Modern Art (MoMa). New York, NY. 2013–14Computerspielemuseum. Berlin, Germany. 2011–eGameRevolution/Strong National Museum of Play. Rochester, NY, 2010–Game On/Travelling exhibition produced by Barbican International Enterprises, 2002–Game On 2.0/Travelling exhibition produced by Barbican International Enterprises, 2010–National Videogame Museum. Frisco, TX. 2016–Nexon Computer Museum. Jeju Island, South Korea. 2013–Play Beyond Play/Tekniska Museet. Stockholm, Sweden. 2018–The Finnish Museum of Games. Tampere, Finland. 2017–Bibliography
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1 | The term digital game is used throughout. It is understood as a concept covering all games played on digital devices, e.g., mobile games, computer games, console games, and online games. |
2 | Swalwell (2013, p. 11) presents a critical reading of the disparate problems the “original experiences” approach advances and juxtaposes “original experiences” with a “critical historical and scholarly understanding”. According to Swalwell (ibid., 4), the “original experiences” approach is “popular writing about games history, in journalistic pieces or enthusiasts’ forums, rather than in the writing of scholars or critical game historians”. |
3 | There are many different degrees of interactive experiences. A TV set can be switched on or off and the content can be changed with a remote controller, but it is only when the TV is connected to a game console or similar piece of interactive technology that the user can interact with the content. In addition, digital interactivity and physical hands-on have differences that this study will not deal with in more detail (cf. Fornäs 1998). |
4 | As seen in e.g., Computerspielemuseum, the Finnish Museum of Games or the National Videogame Museum. |
5 | EmuVR is a “VR simulation of those good old nostalgic days just playing video games in your room” which features authentic models of period rooms and game emulation embedded into a VR experience (EmuVR 2018). |
6 | Raharuhtinas (1984), one of the oldest published digital games from Finland, is a maze exploration game that assumes the player is drawing a map of her progress (Nylund 2015, p. 61). Where in Time is Carmen Sandiego? (1989) requires the use of a printed encyclopedia “as a source of historical, geographical, and cultural information for players seeking to solve the game’s virtual scavenger hunt puzzles” (Newman and Simons 2018, p. 16). Without the map or the encyclopedia, the games are nigh impossible to complete. |
Game/Aspect | Experience | Object | Context of Play | Context of Development | Context of Public Reception |
---|---|---|---|---|---|
Inva-Taxi (1994) | No/Content deemed unethical by exhibition curators | No | Gameplay footage shown in documentary | No/Game developers refused to speak publicly | Conversation between game educator Mikko Meriläinen and disability rights activist Amu Urhonen |
Propilkki (1999) | Playable game/Propilkki 2 1.1.5 on original hardware with a unique map made for the exhibition | PC used for making the graphics of the first version | Cardware cards from around the world | Developer interview with graphic and level designer Mikko Happo | No |
Max Payne (2001) | Playable game/Original hardware | Retail boxes of Max Payne (2001) and Max Payne 2 (2003) | No | Developer interview with writer Sami Järvi | No |
Supernauts (2013) | No/Closed servers | Yes/Fan made crochet character | No | Yes/Concept art | No |
Example of content | Playable game (original hardware, emulation) | Retail box, original console | Let’s Play video, video or photograph of play | Developer interview, design document | Review, forum discussion |
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Nylund, N. Constructing Digital Game Exhibitions: Objects, Experiences, and Context. Arts 2018, 7, 103. https://doi.org/10.3390/arts7040103
Nylund N. Constructing Digital Game Exhibitions: Objects, Experiences, and Context. Arts. 2018; 7(4):103. https://doi.org/10.3390/arts7040103
Chicago/Turabian StyleNylund, Niklas. 2018. "Constructing Digital Game Exhibitions: Objects, Experiences, and Context" Arts 7, no. 4: 103. https://doi.org/10.3390/arts7040103
APA StyleNylund, N. (2018). Constructing Digital Game Exhibitions: Objects, Experiences, and Context. Arts, 7(4), 103. https://doi.org/10.3390/arts7040103