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Arts 2018, 7(4), 103; https://doi.org/10.3390/arts7040103

Constructing Digital Game Exhibitions: Objects, Experiences, and Context

School of Information Science, University of Tampere, Tampere FI-33014, Finland
Received: 30 October 2018 / Revised: 6 December 2018 / Accepted: 11 December 2018 / Published: 18 December 2018
(This article belongs to the Special Issue Born Digital Cultural Histories)
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Abstract

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 curatorial choices. View Full-Text
Keywords: exhibition planning; museum work practices; game preservation; cultural heritage; digital game; original experience; context; construct exhibition planning; museum work practices; game preservation; cultural heritage; digital game; original experience; context; construct
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Nylund, N. Constructing Digital Game Exhibitions: Objects, Experiences, and Context. Arts 2018, 7, 103.

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