Video Games in the Museum

博物馆里的电子游戏

基本信息

  • 批准号:
    AH/L009412/1
  • 负责人:
  • 金额:
    $ 4.44万
  • 依托单位:
  • 依托单位国家:
    英国
  • 项目类别:
    Research Grant
  • 财政年份:
    2014
  • 资助国家:
    英国
  • 起止时间:
    2014 至 无数据
  • 项目状态:
    已结题

项目摘要

Video games are one of the most important art and design phenomena of our times. A game is a gesamtkunstwerk or 'total artwork', incorporating animation and architecture, cinematography and costume and product design and performance, scriptwriting and scenography, and many other disciplines. Millions of people are affected by the gaming industry through production, distribution or consumption. Techniques developed in this field are starting to be applied in many others, from education and training to advertising. In 100 years, people will look back on our moment as a key phase of emergence for the video game. Yet there has been little effort to preserve this history-in-the-making. Game developers have shown little interest in archiving their own work, and with few exceptions the museum and archive sector has been disengaged, perhaps seeing video games as a form of popular culture that lies outside its remit. With the support of specialist academic expertise at the University of Abertay, the V&A is now set to fill this gap. Our ambition is to ensure that the video games of today will be part of the cultural heritage of the future.While we expect the network to prompt new ideas about achieving this objective, our approach is to work with industry partners to create interpretive 'meta-versions' of games for acquisition. We will collaboratively create a digital artifact, designed explicitly for the purpose of museum acquisition alongside the standard commercial version. The 'meta-version' will be a palimpsest, in which the features of the game are layered with interpretation and archival material. For example, scenes and characters might be presented in step-by-step reconstructions, which are further annotated by developers using voiceover and graphics. This will provide viewers with an in-depth understanding of the game and the processes used to create it. Such a 'meta-version' will be rendered within the existing design language of the game and could itself be interactive, ideally in a way that is derived from the 'play style' of the commercial product. The result will be specific to the museum's collection (a unique and authentic artefact with historic value). Subject to agreement it could be made available to the public online, as well as in-gallery. The research network would discuss this proposed approach and develop case studies for acquisition and display. It will also encourage debate about the collection and display of video games generally. Four workshops will provide opportunities for knowledge exchange and dissemination:1) V&A, [Mar 2014]. Organized by Co-I Kieran Long with support from the Contemporary and Research Departments at the Museum, the first workshop will set objectives and propose models for partner feedback. Participants will include industry representatives; academic specialists; and industry observers such as Alex Wiltshire (the former editor of Edge magazine, commissioned in 2013 to report for the V&A on video game design & development).2) Dundee Contemporary Arts, [Aug 2014]. Organized by PI Gregor White, the second event will engage art and design specialists from the video games industry. This workshop will support ongoing work toward V&A Dundee, set to open in 2016. 3) Games Developer Conference/University of Southern California, [March 2015]. USC is a world-leading center for video game design. This workshop would serve as a platform to engage USA-based developers, permitting an expansion of the V&A's collecting activities and an opportunity for comparative study. 4) V&A, [June 2015]. The concluding event will present findings to an interested public. At this symposium we will release a report on our recommended protocol, and profile case studies showing how the research has been applied to the acquisition of specific games.
电子游戏是我们这个时代最重要的艺术和设计现象之一。游戏是一种艺术作品,包括动画和建筑、摄影和服装、产品设计和表演、编剧和编剧,以及许多其他学科。数以百万计的人通过生产、分销或消费受到游戏行业的影响。在这一领域开发的技术正开始应用于许多其他领域,从教育和培训到广告。100年后,人们将回顾我们的时刻,将其视为电子游戏崛起的关键阶段。然而,几乎没有人努力保护这段正在形成的历史。游戏开发商没有表现出将自己的作品存档的兴趣,博物馆和档案馆几乎没有例外,他们可能把视频游戏视为一种超出其职权范围的流行文化形式。在阿伯泰大学专业学术专家的支持下,维多利亚与阿尔伯特大学现在准备填补这一空白。我们的雄心是确保今天的视频游戏成为未来文化遗产的一部分。虽然我们希望网络能为实现这一目标提出新的想法,但我们的方法是与行业合作伙伴合作,为收购创造解释性的游戏“元版本”。我们将合作创建一个数字文物,与标准的商业版本一起,专门为博物馆采购的目的而设计。“元版本”将是一个回文版本,其中游戏的功能层层解释和档案材料。例如,场景和角色可能以逐步重建的形式呈现,开发人员使用画外音和图形对其进行进一步注释。这将使观众深入了解游戏和创建它的过程。这样的“元版本”将在游戏现有的设计语言中呈现,并且本身可以是交互的,理想的方式是从商业产品的“游戏风格”衍生出来的方式。结果将特定于博物馆的收藏品(具有历史价值的独特和真实的文物)。如果同意,它可以向公众在线提供,也可以在画廊内提供。研究网络将讨论这一拟议办法,并为采购和展示制定案例研究。它还将鼓励有关收集和展示视频游戏的辩论。四个讲习班将提供知识交流和传播的机会:1)V&A,[2014年3月]。在博物馆当代和研究部门的支持下,由Co-I Kieran Long组织的第一次研讨会将设定目标并提出合作伙伴反馈的模式。参与者将包括行业代表、学术专家和行业观察家,如Alex Wiltshire(《Edge》杂志的前编辑,2013年受聘为V&A报道视频游戏设计和开发)2)Dundee当代艺术,[2014年8月]。第二届活动由Pi Gregor White组织,将邀请视频游戏行业的艺术和设计专家参加。该研讨会将支持正在进行的V&A Dundee工作,该工作将于2016年开始。3)游戏开发者大会/南加州大学,[2015年3月]。南加州大学是世界领先的视频游戏设计中心。该研讨会将作为一个接触美国开发商的平台,允许扩大V&A的收集活动,并提供一个比较研究的机会。4)V&A,[2015年6月]。最后的活动将向感兴趣的公众介绍调查结果。在这次研讨会上,我们将发布一份关于我们推荐的协议的报告,并介绍案例研究,展示该研究如何应用于收购特定的游戏。

项目成果

期刊论文数量(1)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Play and the Exhibition: The problematic fun of showcasing of videogames in informal and formal contexts
游戏与展览:在非正式和正式环境中展示电子游戏的乐趣问题
  • DOI:
    10.14236/ewic/eva2020.6
  • 发表时间:
    2020
  • 期刊:
  • 影响因子:
    0
  • 作者:
    White G
  • 通讯作者:
    White G
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Gregor White其他文献

Gregor White的其他文献

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{{ truncateString('Gregor White', 18)}}的其他基金

CoSTAR Realtime Lab
CoSTAR 实时实验室
  • 批准号:
    AH/Y00115X/1
  • 财政年份:
    2023
  • 资助金额:
    $ 4.44万
  • 项目类别:
    Research Grant
InGAME: Innovation for Games and Media Enterprise
InGAME:游戏和媒体企业的创新
  • 批准号:
    AH/S002871/1
  • 财政年份:
    2018
  • 资助金额:
    $ 4.44万
  • 项目类别:
    Research Grant

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