Academic literature on the topic 'Video Game Exhibition'

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Journal articles on the topic "Video Game Exhibition"

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Eklund, Lina, Björn Sjöblom, and Patrick Prax. "Lost in Translation: Video Games Becoming Cultural Heritage?" Cultural Sociology 13, no. 4 (June 27, 2019): 444–60. http://dx.doi.org/10.1177/1749975519852501.

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Recent attention to the question of preservation and exhibition of video games in cultural institutions such as museums indicates that this media form is moving from being seen as contentious consumer object to cultural heritage. This empirical study examines two recent museum exhibitions of digital games: GameOn 2.0 at the National Museum of Science and Technology in Stockholm (TM), and Women in Game Development at the Museum of Art and Digital Entertainment, Oakland (MADE). The aim is to explore how games are appropriated within such institutions, and thereby how they are configured as cultural heritage and exhibitable culture. The study uses actor-network theory in order to analyse heterogeneous actors working in conjunction in such processes, specifically focusing on translation of games and game culture as they are repositioned within museums. The study explores how games are selectively recruited at both institutions and thereby translated in order to fit exhibition networks, in both cases leading to a glossing over of contentious issues in games and game culture. In turn, this has led to a more palatable but less nuanced transformation of video games into cultural heritage. While translating video games into cultural heritage, the process of making games exhibitable lost track of games as culture by focusing on physical artefacts and interactive, playable fun. It also lost track of them as situated in our culture by skimming over or ignoring the current contentious nature of digital games, and finally, it lost track of games as being produced and experienced in a particular context, or games of culture.
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Szewerniak, Magdalena. "Nostalgiczny wymiar muzeów gier wideo." Prace Kulturoznawcze 21, no. 4 (October 30, 2018): 119–34. http://dx.doi.org/10.19195/0860-6668.21.4.7.

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Nostalgic aspect of video games museumsThe article is a result of a field research conducted in Computerspielemuseum in Berlin, Arcade Hry in Prague and Video Games Consoles Museum in Karpacz Poland. The exhibition arrangements in each of these places led to a question about nostalgic aspect of the museums, in which the traditional layout and narration of exposition contrast with the interactive space.The notion of nostalgia is the center of my research. There are however different concepts of nostalgia as a form of memory among the researchers studying this subject. The point that emerges is the understanding of the past that we long for.I am interested also in how the distance between the visitor and the exhibition is at once maintained and broken. This leads to the question about it being the crucial cause of awakening our nostalgia. That is why I attach importance both to the exhibition arrangement and the modes of visitors’ experience. I also consider the affective aspect of this project, in which playing the game is one of the aforementioned modes of experiencing the exhibition. I argue that the engagement video games require is the main reason why we remember our experiences, therefore it is more likely to trigger our nostalgic emotions.
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Mussies, Martine. "A Ludomusicologist Goes to the Museum." Journal of Sound and Music in Games 1, no. 1 (January 1, 2020): 125–32. http://dx.doi.org/10.1525/jsmg.2020.1.1.125.

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From September 2018 to February 2019, the famous Victoria and Albert Museum in London hosted Videogames: Design/Play/Disrupt, a major exhibition on contemporary video game design and culture. Announced as “a unique insight into the design process behind a selection of groundbreaking contemporary videogames,” this immersive exhibition was the end presentation of a project that took four years to undertake. Dutch PhD student Martine Mussies went over the Channel to take a look and write down her experiences for this first issue of the Journal of Sound and Music in Games.
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Mullen, Mark. "Playing it safe." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 303–19. http://dx.doi.org/10.1386/jgvw_00021_3.

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For the past 30 years museums and art galleries on both sides of the Atlantic have been resistant to exhibiting digital games as art and have instead embedded them in exhibitions and displays that have portrayed them as exemplars of design. This conservative approach has largely failed to achieve the stated purpose of many of these exhibitions: to foster a wider public appreciation for games and encourage more sophisticated conversations about gaming. This article argues that curators for video game exhibitions have been co-opted by the ideological norms of the tech sector which has produced a reluctance to engage critically with their subject matter and a willingness to overlook ethical problems within the videogame industry.
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Lind, Anders. "Interactive sound art and animated notation as an ensemble performance platform in primary level music education." Educare - vetenskapliga skrifter, no. 1 (March 20, 2020): 53–81. http://dx.doi.org/10.24834/educare.2020.1.4.

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This article showcases excerpts of my artistic research in progress. In particular, I demonstrate how an interdisciplinary approach combining knowledge from the fields of artistic research, Human Computer Interaction (HCI) and game studies mayinspire primary level music education of today. I highlight examples of novel digital music technology and present an innovate approach to using these for group performance exercises in the music classroom. In particular, I report from a study where my interactive sound art exhibition LINES, in combination with animated music notation, was used as a digital ensemble music platform. The data of the study comprises five workshop sessions with pre-schoolers using this platform. An autoethnographic method and analysis of video documentation of the workshop sessions were used as methods for the study. The results showed that LINES was both engaging and easily accessed. Moreover, it allowed the majority of the target group to perform musical exercises as an ensemble. I argue that the use of traditional instruments and traditional notation creates a democratic issue in primary level music education. Furthermore, with support from the study and related research, I argue that platforms such as this may democratize music education involving pupils aged 5-15 years.
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Guttenbrunner, Mark, Christoph Becker, and Andreas Rauber. "Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games." International Journal of Digital Curation 5, no. 1 (June 22, 2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.

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Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games.This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. Experiments are carried out to compare different emulators as well as other approaches, first for a single console video game system, then for different console systems of the same era and finally for systems of all eras. Comparison and discussion of results show that, while emulation works very well in principle for early console video games, various problems exist for the general use as a digital preservation alternative. We show what future work has to be done to tackle these problems.
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Savkina, S. V. "Interactive multimedia library products: forming skills of technology while preparing bachelors of library and information activities." Bibliosphere, no. 4 (December 30, 2018): 119–23. http://dx.doi.org/10.20913/1815-3186-2018-4-119-123.

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Currently, the range of information products and services provided remotely is developing and expanding. Modern library users often prefer remote services to traditional forms. The real communication is inferior to virtual one, the popularity of electronic information products is growing. Libraries transform popular traditional products and services into electronic formats. So traditional quizzes, which are popular in libraries, are moving into a new form, become a dynamically developing electronic product. The popularity and demand of multimedia products for modern users led to emerging a wide range of such products in the library practice. Multimedia capabilities combine different forms of information and provide visibility, visual appeal and increase interest among users. The most original of them are the products with interactive features that provide the opportunity to dialogue with users and implement active actions. The most popular are such interactive multimedia products as an electronic interactive exhibition, a multimedia interactive quiz, a video with interactive elements. Libraries can also develop such products without extensive software, hardware and human resources. To ensure the quality of the created interactive multimedia products, it is necessary to study the technology of their preparation. Based on the interactive multimedia works created by students the author considers their features, cases of interactive opportunities realization; characterizes the experience to form of skills of technology of their preparation at bachelors of library and information activity. Actively developing of remote library services using information-communicating technologies, transforming traditional forms into multimedia format contributes to the development of interactive multimedia forms, as well as allows attracting users and increase the demand for documents. Game forms of work with readers are especially relevant for children and youth audience. Development and implementtation of multimedia interactive product is economically less labor-intensive process than the traditional library event.
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Loriguillo-López, Antonio. "Osamu Tezuka, el Dios del Manga: Exhibition at the Museu Nacional d’Art de Catalunya." Mutual Images Journal, no. 7 (December 20, 2019): 57–62. http://dx.doi.org/10.32926/2019.7.r.lor.osamu.

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2019 marked a significant date for the circulation of Japanese popular culture in Spain. Manga Barcelona, the multitudinous event formerly known as “Saló del Manga”, reached its 25th edition. A quarter of a century has passed since its modest beginning as a meetup that brought together around a thousand enthusiasts of manga, anime, and video games at the Estació de França in Barcelona. At twenty-five years, the most relevant event for Japanese popular culture in the country is [...]
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Bernier, Roxane. "Usability of Interactive Computers in Exhibitions: Designing Knowledgeable Information for Visitors." Journal of Educational Computing Research 28, no. 3 (April 2003): 245–72. http://dx.doi.org/10.2190/ea53-b0ar-c1q3-3t20.

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This article investigates three types of content presentation (video documentary, computerized dictionary, and games) within interactive computer use at the Quebec Museum of Civilization. The visitors' viewpoint is particularly relevant for interface designing outcomes, since they argued that terminals require specific content display for disseminating information in the museum. We have identified five factors: 1) effortless knowledge; 2) sorted navigational paths; 3) exhaustiveness of topics; 4) combined audio and video media as first means; and 5) the quiz as a primary source of presentation. As first insight, terminals in exhibitions are perceived as multipurpose tools giving direct access to a wider selection of content, although it was shown that computer literate individuals have experienced problems to gain information, because of the content presentation and ergonomics. In addition, the commands provided did not properly assist visitors. Exhibit interface designers should build a “generic model interface” that best corresponds to the know-how of casual users, in order to avoid an arbitrary perusal of contents.
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Cardoso, Alberto, Maria Teresa Restivo, Helia M. G. Guerra, and Luis M. P. Gomes. "Online Experimentation Forum." International Journal of Online Engineering (iJOE) 12, no. 04 (April 28, 2016): 4. http://dx.doi.org/10.3991/ijoe.v12i04.5782.

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Online experimentation is based on emerging technologies for remote and virtual experimentation also aided and complemented by other online applications based in virtual reality, augmented reality, sensorial devices, potentiated by additional tools like live videos, interactive videos and serious games available through web platforms, which promote user immersion in virtual environments recreating the reality. This Special Issue collects a set of selected short papers describing 22 different works exploring online experimentation, demonstrated during the Exhibition Sessions of the 3rd edition of the Experiment@International Conference – exp.at’15.
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Dissertations / Theses on the topic "Video Game Exhibition"

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Coville, Marion. "La construction du jeu vidéo comme objet muséal : le détournement d’un objet culturel et technique de son cadre d’usage initial et son adaptation au contexte muséal : étude de cas dans un centre de sciences." Thesis, Paris 1, 2016. http://www.theses.fr/2016PA01H306.

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Cette thèse porte sur les expositions de jeux vidéo présentées dans les institutions muséales, dans lesquelles on trouve des jeux issus du commerce. L’analyse s’intéresse aux changements de signification et d’usage que subissent ces jeux vidéo en passant tour à tour du salon familial aux espaces de conception muséographique, puis au lieu d’exposition. La thèse s’appuie sur une enquête de terrain lors de l’une de ces expositions. Elle est complétée par l’étude des politiques publiques en faveur du jeu vidéo, ainsi que par un état des lieux de l’utilisation du jeu vidéo dans les institutions muséales. Ce travail adopte une démarche interdisciplinaire afin d’étudier les dimensions symbolique, sociale et matérielle de l’objet. Ancrée dans les Cultural Studies et l’étude de la dimension culturelle des changements sociaux, ce travail tire également profit de travaux et méthodes des Sciences de l’Information et de la Communication, de la Sociologie ainsi que des études de genre. La thèse rend compte de l’articulation entre trois moments de la construction du jeu vidéo comme objet muséal. Le premier est la reconnaissance du jeu vidéo comme bien culturel par des politiques publiques et des institutions. Le second est celui de la conception d’une exposition sur le jeu vidéo dans un centre de sciences, qui suppose le détournement de jeux vidéo pour concevoir des installations interactives. Le troisième est celui de la visite de l’exposition par les publics et des significations qu’ils produisent. Loin d’être isolés les uns des autres, ces trois moments s’enchevêtrent et nous portons une attention particulière à la manière dont les pratiques des unes et des autres se co-construisent
This research explores exhibitions of video games featured in museums, in which commercial gaming products can be found. The study focuses on the changes of signification and uses that affect videogames during their shift from family living room to exhibition spaces, and investigates the professional spaces where the exhibition is designed. It relies on a field work during one of these exhibitions,completed by a study of public policy and the uses of video games in French museums. The study employs an interdisciplinary approach to explore the social, symbolic and material aspects of the object. This research is rooted in Cultural Studies and the study of the cultural aspects of social change. It also evokes various domains such as Communication, Sociology and Gender Studies. This research explores the articulation between three moments constructing video game as a museum object. First, the recognition of video game as a cultural good by public policies. Second, the design of a video game exhibition in a science center, that implies the modification of video games to create interactive exhibits. Third, the exhibition visited by people and the significance they grasp. Far from being isolated, these three moments are parts of a context where these different practices enrich one another
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Books on the topic "Video Game Exhibition"

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France), Grand Palais (Paris, ed. Game story: Une histoire du jeu vidéo : Paris, Grand Palais, galerie sud-est, 10 novembre 2011-9 janvier 2012. Paris: Rmn-Grandpalais, 2011.

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Claudia, Giannetti, Mende Susanna, and Edith-Russ-Haus für Medienkunst, eds. Harun Farocki: Spiel und Spielregeln = Playing the game. Oldenburg: Edith-Russ-Haus für Medienkunst, 2013.

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DZAMA, MARCEL. Marcel Dzama: A game of chess. Bönen: Kettler, 2012.

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Harris, George. After the boom: Generation X Box : Jon Haddock, Demian Petryshyn, Eddo Stern, Tim van Wijk. Prince George, BC: Two Rivers Gallery, 2006.

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The art of video games: From Pac-Man to mass effect. New York: Welcome Books, 2012.

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Finger Lakes Environmental Film Festival (11th 2008 Ithaca, N.Y.). Finger Lakes Environmental Film Festival at Ithaca College: March 31-April 6, 2008. [Ithaca, NY]: Ithaca College, 2008.

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Lucien, King, and Australian Centre for the Moving Image., eds. Game on: The history and culture of video games. London: Laurence King Pub., 2008.

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Family Computer 1983-1994. Tokyo, Japan: Ohta Publishing, 2003.

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McAlpine, Kenneth B. Chips with Everything. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0011.

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As chiptune has grown in significance and popularity, the sound has begun to feature more in commercial releases, not just in commercial music tracks but in television advertising campaigns and movie soundtracks. The final chapter explores the tension that is created when an underground style of music like chiptune connects with the mainstream. It examines the Timbaland case, in which the hip-hop and R & B artist was accused of plagiarism, having sampled the music from a Finnish demo; discusses how national and international exhibitions of 8-bit video game art and music are providing a platform that legitimizes chiptune as a form of contemporary cultural expression; and highlights how, when executed with due reverence and care, as happened with the soundtrack to Scott Pilgrim vs. the World, can add extra layers of context and meaning to a production. It concludes by asking ‘what next’?
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1954-, Grewenig Meinrad Maria, Letze Otto, and Weltkulturerbe Völklinger Hütte, Europäisches Zentrum für Kunst und Industriekultur., eds. GameArt. [Völklingen]: Weltkulturerbe Völklinger Hütte, Europäisches Zentrum für Kunst und Industriekultur, 2003.

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Conference papers on the topic "Video Game Exhibition"

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Barcena-Vazquez, Jorge, and Karina Caro. "Designing a video game to support climate change awareness in a museum exhibition context." In CLIHC '19: IX Latin American Conference on Human Computer Interaction. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3358961.3358972.

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Ali, Abdulmonem, Vasileios Paliktzoglou, Christos Gatzoulis, and Osama Al Abedallat. "Raising Awareness on Hydroponics via an Educational Video Game Using an Indirect Teaching Method." In 2017 9th IEEE-GCC Conference and Exhibition (GCCCE). IEEE, 2017. http://dx.doi.org/10.1109/ieeegcc.2017.8448136.

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Healey, Christopher M., James W. VanGilder, and Zachary M. Pardey. "Perforated Tile Airflow Prediction: A Comparison of RANS CFD, Fast Fluid Dynamics, and Potential Flow Modeling." In ASME 2015 International Technical Conference and Exhibition on Packaging and Integration of Electronic and Photonic Microsystems collocated with the ASME 2015 13th International Conference on Nanochannels, Microchannels, and Minichannels. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/ipack2015-48424.

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Fast Fluid Dynamics (FFD), which has its origins in video game and movie animation applications, promises faster solve times than traditional RANS (Reynolds-Averaged Navier Stokes) CFD, is relatively easy to code, and is particularly suited to parallelization. Further, FFD is capable of modeling all relevant airflow physics including momentum, buoyancy and frictional effects which are not included in a standard Potential Flow Model (PFM). The present study is a first attempt to formally evaluate FFD for data center applications in which perforated tile airflow is predicted utilizing two-dimensional plenum models. Comparisons are made to RANS CFD and Potential Flow Modeling (PFM) over a variety of data center configurations based on five basic data center layouts, most of which are based on actual data centers. Results are compared to experimental measurements for one scenario.
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Rhode, David L., J. Wayne Johnson, and Brian F. Allen. "Effect of Flow Instabilities and Self-Sustained Oscillations on Labyrinth Seal Leakage Resistance." In ASME 1997 International Gas Turbine and Aeroengine Congress and Exhibition. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/97-gt-214.

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Two flow instabilities involving a bifurcated flow pattern were discovered for the throughflow jet in a stepped labyrinth seal. A bifurcation stability map was developed showing which combinations of tooth clearance and step height occur in which of the three flow regimes. These instabilities, along with self-sustained flow oscillations, were experimentally explored to obtain a preliminary understanding of their effect on seal leakage. Computer-captured visualization videos were used to measure the throughflow angle oscillation amplitudes, frequencies and mean flow trajectory angles. For small tooth clearances, the intermediate step height case, which exhibited the sharpest flow deflection and largest oscillation amplitude, gave the highest leakage resistance. Further, for larger tooth clearances, the large step height cases, located farthest on the stability map into the Oscillatory Bifurcated regime, gave the highest resistance. Thus, for large clearances the oscillating nature of the Oscillatory Bifurcation flow pattern appears to give enhanced leakage resistance via increased turbulent mixing.
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