{"title":"The Gamification of Arts and Culture: The expanded narrative and the virtual space from digital media to COVID","authors":"Joanna Mills","doi":"10.14236/ewic/eva2022.35","DOIUrl":null,"url":null,"abstract":"This paper considers how advances in technology towards the end of the twentieth century led both to new affordances in immersive experiences at the intersection of art, design, and technology (for example virtual reality), and came into their own during the COVID-19 pandemic through the creation of innovative, engaging works. The concept of an expanded narrative is presented as existing outside of the work itself, as the relationship between audience, artwork and the space in which it is presented – and by acknowledging how screen-based experiences become both accessible, affordable, and pervasive within society, this paper suggests a potential gamification of culture to bring art and entertainment to new audiences.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Electronic Workshops in Computing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.14236/ewic/eva2022.35","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This paper considers how advances in technology towards the end of the twentieth century led both to new affordances in immersive experiences at the intersection of art, design, and technology (for example virtual reality), and came into their own during the COVID-19 pandemic through the creation of innovative, engaging works. The concept of an expanded narrative is presented as existing outside of the work itself, as the relationship between audience, artwork and the space in which it is presented – and by acknowledging how screen-based experiences become both accessible, affordable, and pervasive within society, this paper suggests a potential gamification of culture to bring art and entertainment to new audiences.