Playing it safe

Author:

Mullen Mark1ORCID

Affiliation:

1. The George Washington University

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.

Publisher

Intellect

Subject

Computer Graphics and Computer-Aided Design,Computer Science Applications,Human-Computer Interaction

Reference56 articles.

1. In defense of academe;Game Developer,2002

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3. Bullying and censorship;Anon.;editorial, New York Times,2010

4. Anon. (2012), The Art of Video Games: Frequently Asked Questions, Smithsonian American Art Museum, 27 March, http://americanart.si.edu/exhibitions/archive/2012/games/taovg_faq.pdf. Accessed 12 July 2020.

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Playing it safe;Journal of Gaming & Virtual Worlds;2020-10-01

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