Heuristics from Curating and Exhibiting Game Art in the 21st Century

Lindsay D. Grace
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引用次数: 2

Abstract

This paper outlines experiences and lessons learned in organizing a variety of digital art exhibits for small and large scale events. The perspective is provided as a cross-disciplinary set of heuristics, drawing on the decade long experience of the curator-artist and paying particular attention to playable electronic media (e.g. games and toys) as installation works in an art context. Lessons learned from exhibits organized or co-organized by the author in the United States, Europe and Asia are shared. These events were offered with support from the Smithsonian American Art Museum, Leuphana University, the University of Utah, Abertay University and others. Additional observations are provided as an artist who has exhibited at more than 40 events in the last decade. Formally the paper offers an ontology for defining distinguishing between exhibits, festivals and showcases. It is not the intention of the author to create a compendium of exhibition and curation practice. Instead the aim is to provide context and a starting point for the evolving intellectual examination of curatorial practices around digital games. It is hoped that these assertions support the growth of such work by providing a starting point for other practitioners.
21世纪游戏艺术策展的启示
本文概述了为小型和大型活动组织各种数字艺术展览的经验和教训。这个观点是作为一个跨学科的启发,借鉴了策展人艺术家十年的经验,并特别关注可玩的电子媒体(如游戏和玩具)作为艺术背景下的装置作品。分享作者在美国、欧洲和亚洲组织或合作举办的展览经验。这些活动得到了史密森尼美国艺术博物馆、Leuphana大学、犹他大学、阿伯泰大学等机构的支持。作为一名在过去十年中参加了40多次展览的艺术家,我们提供了额外的观察。在形式上,本文提供了一个本体来定义展览、节日和展示的区别。笔者无意制作一个展览和策展实践的纲要。相反,我的目标是为围绕数字游戏的管理实践的不断发展的智力检查提供背景和起点。希望这些断言通过为其他从业者提供一个起点来支持此类工作的发展。
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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