The Concept of ‘Play’ from the Point of View of Theories of Museology

Q2 Arts and Humanities
Indrė Jovaišaitė-Blaževičienė
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引用次数: 0

Abstract

In the first decades of the 21st century, the topic of the ‘playing’ person has become the core of interdisciplinary research on human activity. As museums have been adopting a new approach towards cultural dissemination and educational goals, the discourse of play is also becoming one of the current fields of research in museology. Although the cultural aspects of play and game have been discussed for a long time, the interpretation of the concept of play from the museological point of view is a relatively new field which requires the definition of the synonymously used terms and the respective concepts. The aim of this article is to highlight the concept and function of play in museology based on the analysis of museology theories, to identify the preconditions for the formation of play communication, and to identify the directions of the development of the concept of play in the contemporary museological research. The article is based on an integrated literature review of the analysis of the concept of play while focusing on theoretical texts and monographs of scholars studying the phenomenon of play, as well as on theoretical and empirical research articles analysing the expression of play in all types of museums. This paper also discusses the linguistic use of the terms play and game. In the Lithuanian language, we not only have to deal with the synonymous use of play (žaismas)/game (žaidimas) in the translation of spel, play, spielen, but also with the use of play in the translation of both play and game used in different contexts in the English-language literature. Since game is a structured form of play, and, in the museological research and practice, game is more commonly defined as the digital expression and referred to as gamification, it is suggested that play (as an action and a state of being) should be distinguished from game (as a structured form of action) by using two different terms in the Lithuanian language. The literature reviewed in this article has highlighted that the concept of play in the museum is linked to the development of new theories of museology, and it reveals itself as a creative construct that is shaped and sustained by the institution. Play is defined as the concept for communicating the theme of the museum, manifested through the act of play and the elements of game. This approach to the dissemination of content and the organisation of activities is expressed through the application of play and game methods which allow the audience to engage in a more intensive relationship with the museum’s theme and exhibits. Play becomes a necessary medium for the museum’s metagame which includes and expresses playfulness, play action, playful elements, real and digital games, whereas the audience is engaged by play to satisfy its educational and entertainment needs. To summarise on the interdisciplinary context of the phenomenon of play, in museology, it is most appropriate to associate play with an intellectual or conceptual state that involves exchange, change and playful action. The term game in the museological context is more commonly used to refer to a specific spatial, temporal or rule-based action which, in the museum practice, is more frequently associated with gamification.
从博物馆学理论看“游戏”的概念
在21世纪的头几十年里,“游戏”人的话题已经成为人类活动跨学科研究的核心。随着博物馆在文化传播和教育目标上采取新的方式,游戏话语也成为博物馆学当前的研究领域之一。虽然关于玩和游戏的文化方面的讨论已经进行了很长时间,但从博物馆学的角度解释玩的概念是一个相对较新的领域,需要对同义使用的术语和各自的概念进行定义。本文旨在通过对博物馆学理论的分析,突出游戏在博物馆学中的概念和功能,确定游戏传播形成的前提条件,并确定游戏概念在当代博物馆学研究中的发展方向。本文基于对游戏概念分析的综合文献综述,同时重点关注研究游戏现象的学者的理论文本和专著,以及分析游戏在各类博物馆中的表现的理论和实证研究文章。本文还讨论了play和game这两个术语的语言用法。在立陶宛语中,我们不仅要处理在翻译spel, play, spielen时play (žaismas)/game (žaidimas)的同义用法,还要处理在英语文学中不同语境中play和game的翻译中play的用法。由于游戏是一种结构化的游戏形式,并且在博物馆学研究和实践中,游戏更常被定义为数字表达,并被称为游戏化,因此建议使用立陶宛语言中的两个不同术语来区分游戏(作为一种行动和存在状态)和游戏(作为一种结构化的行动形式)。本文回顾的文献强调了博物馆中玩耍的概念与博物馆学新理论的发展有关,它揭示了自己是一个由机构塑造和维持的创造性结构。游戏被定义为传达博物馆主题的概念,通过游戏行为和游戏元素表现出来。这种传播内容和组织活动的方法是通过应用游戏和游戏方法来表达的,这使得观众能够与博物馆的主题和展品建立更紧密的关系。游戏成为博物馆元游戏的必要媒介,其中包括并表达可玩性、游戏动作、游戏元素、真实游戏和数字游戏,而观众则通过游戏来满足其教育和娱乐需求。总结一下游戏现象的跨学科背景,在博物馆学中,将游戏与涉及交流、变化和游戏行为的智力或概念状态联系起来是最合适的。在博物馆学语境中,“游戏”一词更常用于指代特定的空间、时间或基于规则的行动,而在博物馆实践中,这更常与游戏化联系在一起。
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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来源期刊
Knygotyra
Knygotyra Arts and Humanities-Literature and Literary Theory
CiteScore
0.30
自引率
0.00%
发文量
14
审稿时长
30 weeks
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