The Introduction of Computer and Video Games in Museums – Experiences and Possibilities

Abstract : Computers and other digital devices have been used for gaming since the 1940s. However, the growth in popularity of commercial videogames has only recently been witnessed in museums. This paper creates an overview of how digital gaming devices have been introduced in museum exhibitions over the last fifteen years. The following discussion will give examples of exhibitions from different countries and provide answers to the following questions: Can digital games and gaming devices be used as promotional gimmicks for attracting new audiences to museums? How can mainframe computers be taken into account in digital game related exhibitions? How has the difference between cultural-historical and art museum contexts affected the methods for introducing digital games? Is there still room for general exhibitions of digital games or should one focus more on special theme exhibitions? How are museum professionals, researchers and computer hobbyists able to collaborate in exhibition projects?
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Communication dans un congrès
Arthur Tatnall; Tilly Blyth; Roger Johnson. International Conference on History of Computing (HC), Jun 2013, London, United Kingdom. Springer, IFIP Advances in Information and Communication Technology, AICT-416, pp.226-245, 2013, Making the History of Computing Relevant. 〈10.1007/978-3-642-41650-7_21〉
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Tiia Naskali, Jaakko Suominen, Petri Saarikoski. The Introduction of Computer and Video Games in Museums – Experiences and Possibilities. Arthur Tatnall; Tilly Blyth; Roger Johnson. International Conference on History of Computing (HC), Jun 2013, London, United Kingdom. Springer, IFIP Advances in Information and Communication Technology, AICT-416, pp.226-245, 2013, Making the History of Computing Relevant. 〈10.1007/978-3-642-41650-7_21〉. 〈hal-01455255〉

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