Playing it safe

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2020-10-01 DOI:10.1386/JGVW_00021_3
Mark Mullen
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引用次数: 0

Abstract

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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小心行事
在过去的30年里,大西洋两岸的博物馆和艺术画廊都不愿意将数字游戏作为艺术来展示,而是将它们作为设计的典范植入展览和展示中。这种保守的方法在很大程度上未能实现这些展览的既定目的:培养更广泛的公众对游戏的欣赏,并鼓励更多关于游戏的复杂对话。本文认为,电子游戏展览的策展人已经被科技行业的意识形态规范所吸引,这使得他们不愿意批判性地参与到他们的主题中,并且愿意忽视电子游戏行业中的道德问题。
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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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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