Videogames: Perspectives from the Museum
Videogames: Perspectives from the Museum
批准号:
AH/S006036/1
负责人:
Marie Foulston
金额:
$5.94万
依托单位国家:
英国
项目类别:
Fellowship
财政年份:
2018
资助国家:
英国
项目状态:
已结题
起止时间:
2018 至 --
中文摘要
该项目旨在促进电子游戏设计的新方法以及制作和玩电子游戏的社区的发展。它还旨在将电子游戏的“客体性”定义为包含有形(硬件)和无形(用户内容、交互)元素的复杂、互动的数字对象。联合国教科文组织目前对非物质文化遗产(ICH)的定义是“从我们的祖先那里继承并传给后代的传统或活的表现形式”,包括“口头传统、表演艺术、社会实践、仪式、节日活动、有关自然和宇宙的知识和实践或制作传统手工艺品的知识和技能”,这一定义没有充分考虑到内在的混合性,以电子游戏为例,我们将与库珀·休伊特·史密森设计博物馆(CHSDM)的同事合作,制定一个新的、关键的框架草案,用于评估、获取和记录电子游戏,并将其纳入博物馆藏品,该框架将在两个博物馆进行试验。这项工作将包括与英国和美国的从业者和行业领袖举办闭门研讨会,并举办两次会议,向公众公布该奖学金的工作和结果。这项工作和产生的见解将在研讨会和会议上进行测试和分享,并将通过V&A的博客和库珀休伊特的公共频道广泛发布。这项工作将进一步为V&A博物馆的数字收藏计划研究形成一个案例研究,电子游戏收藏的原型框架也将在电子游戏和博物馆领域的期刊上为专业观众发表。该奖学金是及时而紧迫的,因为两个参与机构都认识到迫切需要在收集、保存和记录非物质、复杂的数字遗产方面做出明智的决定。
英文摘要
This project seeks to facilitate the development of new approaches to videogames design and the communities that make and play them. It also aims to define the 'objecthood' of videogames as complex, interactive, digital objects encompassing both tangible (hardware) and intangible (user content, interaction) elements. It will posit that UNESCO's current definition of intangible cultural heritage (ICH) as 'traditions or living expressions inherited from our ancestors and passed on to our descendants', including 'oral traditions, performing arts, social practices, rituals, festive events, knowledge and practices concerning nature and the universe or the knowledge and skills to produce traditional crafts' does not adequately take into account the inherently hybrid, networked and interactive nature of digital objects and - taking videogames as a case in point - will produce, in collaboration with colleagues at the Cooper Hewitt Smithsonian Design Museum (CHSDM), the draft of a new, critical framework for assessing, acquiring and documenting videogames into museum collections which will be trialled at both museums. This work will involve hosting closed workshops with practitioners and industry leaders in the UK and US, and staging two conferences to make public the work and findings of the Fellowship. This work and the insights generated will be tested and shared during the workshops and conferences and will be published broadly via the V&A's blog and Cooper Hewitt's public channels. The work will further form a case study for planned research into digital collecting at the V&A, and the prototype framework for videogames acquisition will also be published for a specialist audiences in both videogame and museum sector journals. This Fellowship is timely and urgent as both participating institutions acknowledge the pressing need to make informed decisions on the collection, preservation and documentation of intangible, complex, digital heritage.
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