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NEW-MEDIA-CURATING  August 2014

NEW-MEDIA-CURATING August 2014

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Subject:

Video Games into the Museum

From:

Johannes Birringer <[log in to unmask]>

Reply-To:

Johannes Birringer <[log in to unmask]>

Date:

Sat, 16 Aug 2014 20:10:46 +0000

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dear all

I am reading the recent postings with interest and note the emphasis on "video games as designed objects and games development as a design process",  
and thanks for the report from this workshop (in Dundee?). Of course those of us not at the workshop or aware of the plans that may be being made at the V & A ("V&A has been collecting digital design and is now working towards an exhibition on videogames curated by Louise Shannon and Alex Wiltshire, opening in July 2017") won't have a clue what Chris may refer to, but I was wondering what exactly can be meant by

    [Chris Lowthorpe schreibt]
>>My concerns about the current plans for the exhibition are that it doesn't seem to know who its audience is, and that it seems somewhat negative in its approach. Is this really an exhibition for 'gamers'? The term 'gamer' seems increasing irrelevant – and indeed a subcultural ghetto – in a world where games are now mainstream>>

suggesting an exhibition (or its design process) does not know its audience?


Thinking of recent shows in London, say, "The Fashion World of Jean Paul Gaultier From the Sidewalk to the Catwalk", or the Barbican's current "Digital Revolution: 
An immersive exhibition of art, design, film, music and videogames",  or, just as well, the interesting exhibit at the Science Museum, titled "The Exponential Horn: In Search of Perfect Sound"
[ side by side with Electronica, Radiophonics and Oramics], do not such exhibitions address a wide and general public? If that were the case, what is the specific mission of a design focus,
in general terms, and a critical and/or historical/cultural and media archaelogical angle on "exposing" the practice and process of design in the creation of video games? 

And to make a small aside, something related to an article published (14 Aug) in the FAZ, http://www.faz.net/aktuell/feuilleton/oculus-rift-verschmelzen-mit-der-virtuellen-welt-13096319.html,
-  here I read about the journalist's "Selbstversuch" with DevelopmentKit2 of Oculus Rift  (alpha and beta stages developed by Palmer Luckey, then bought out by Facebook), and this "test writer"
also mentions, in passing, a rather expansive field of users and audiences:  <In der dreidimensionalen Scheinwelt toben sich nicht nur spieleverrückte Programmierer aus, sondern angesehene Wissenschaftler, vornehmlich Informatiker zusammen mit Physikern, Technikern, Biologen und Psychologen. Am United States Army Research Laboratory forschen daran auch Ingenieure des Militärs und zunehmend Mediziner> 
 -  trans. : "In the three-dimensional world of illusion, not only do crazy programmers play around, but also respected scientists, primarily computer scientists, together with physicists, engineers, biologists and psychologists. At the United States Army Research Laboratory,  the military engineers do research with it, and increasingly medical professionals....."

The interface object, as a design development kit, obviously already has a potentially unlimited market. But what does that mean? And what would "exposure" represent?


regards
Johannes Birringer 

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