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Constructing Digital Game Exhibitions: Objects, Experiences, and Context

机译:构建数字游戏展览:对象,体验和环境

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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.
机译:全球范围内许多展览涉及数字游戏,但是策展人对可以展示的游戏的不同方面缺乏连贯的理解,也缺乏清晰的词汇来谈论它们。基于对展览中的游戏保存和访客行为的文献综述,本文提出了一个关于理解展出的数字游戏的论据,这些数字游戏由对象,体验和上下文方面组成。该研究还提出了一个矩阵模型,用于理解和处理展览中的游戏。该模型使人们对数字游戏的展示方式有了更细微的了解。此外,它阐明了游戏在展览中的位置,这些展览是通过固有的意识形态策展选择在社会文化上构建的。

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