Experience in Videogame Display: An Extension of the Matrix Model

Carl Harrington
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Abstract

Niklas Nylund argued that videogames lacked a coherent descriptive framework required to understand their complex position as museum artifacts. He proposed a matrix model consisting of three overlapping aspects of games display: objects, context, and experience. Although a starting point for exploring the role of videogames in museums, this required further detailed analysis. The present article extends the matrix model by exploring the area of ‘experience’, separating this aspect of display into three sub-categories: (a) playable experience, (b) collective experience, and (c) situational experience. These sub-categories of experience are discussed regarding videogame display in European museums. It is argued that this extended view of experience, rather than distracting from contextual information, is central to videogame display. Extending this category beyond playable games enables exhibitions to use the area of experience within a wider framework.
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视频游戏展示中的体验:矩阵模型的扩展
尼克拉斯-尼伦德(Niklas Nylund)认为,电子游戏缺乏一个连贯的描述框架来理解其作为博物馆文物的复杂地位。他提出了一个矩阵模型,由游戏展示的三个相互重叠的方面组成:对象、背景和体验。虽然这是探索电子游戏在博物馆中作用的一个起点,但还需要进一步的详细分析。本文通过探索 "体验 "领域对矩阵模型进行了扩展,将展示的这一方面分为三个子类别:(a) 可玩体验、(b) 集体体验和 (c) 情境体验。这些体验子类别将在欧洲博物馆的电子游戏展示中进行讨论。文章认为,这种扩展的体验观对于电子游戏展示至关重要,而不是分散对背景信息的注意力。将这一类别扩展到可玩游戏之外,可使展览在更广泛的框架内使用体验领域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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