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Video Games and the Museum: A Critical Analysis.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Video Games and the Museum: A Critical Analysis./
Author:
Ogadzhanov, Aleksander.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
Description:
83 p.
Notes:
Source: Masters Abstracts International, Volume: 81-12.
Contained By:
Masters Abstracts International81-12.
Subject:
Museum studies. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=27997291
ISBN:
9798617016439
Video Games and the Museum: A Critical Analysis.
Ogadzhanov, Aleksander.
Video Games and the Museum: A Critical Analysis.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 83 p.
Source: Masters Abstracts International, Volume: 81-12.
Thesis (M.A.)--State University of New York at Buffalo, 2020.
This item must not be sold to any third party vendors.
The aim of this thesis is to critically analyze the methodologies of preservation, display, contextualization, and interpretation of video games in context to the museum. Video games are a multilayered medium which encompass interactivity, immersion, technology, play, history, art, and are intrinsically tied to a larger narrative of socio-cultural representation in digital form. We will go over the "how" and why" video games have been represented in different types of museums, such as play museums, video game museums, art museums, media museums, history museums, galleries, and virtual spaces. The Strong National Museum of Play will be used as case study to further the analysis. Not only are there different methodologies of display, preservation, and interpretation of games in various museums, but games have also influenced exhibition design and audience engagement through the process of gamification. Furthermore, we will explore the audience in the museum and how different marketing strategies can increase visitation, alter perceptions of the museum, and engage in community outreach.
ISBN: 9798617016439Subjects--Topical Terms:
2122775
Museum studies.
Subjects--Index Terms:
Gamification
Video Games and the Museum: A Critical Analysis.
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The aim of this thesis is to critically analyze the methodologies of preservation, display, contextualization, and interpretation of video games in context to the museum. Video games are a multilayered medium which encompass interactivity, immersion, technology, play, history, art, and are intrinsically tied to a larger narrative of socio-cultural representation in digital form. We will go over the "how" and why" video games have been represented in different types of museums, such as play museums, video game museums, art museums, media museums, history museums, galleries, and virtual spaces. The Strong National Museum of Play will be used as case study to further the analysis. Not only are there different methodologies of display, preservation, and interpretation of games in various museums, but games have also influenced exhibition design and audience engagement through the process of gamification. Furthermore, we will explore the audience in the museum and how different marketing strategies can increase visitation, alter perceptions of the museum, and engage in community outreach.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=27997291
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