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duration [2021/04/08 11:29] lauren [Authors for this section:] |
duration [2021/05/19 11:50] (current) ron Adjusted structure, shortening sentences and making it flow a little easier. |
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| ====== DURATION ====== | ====== DURATION ====== | ||
| - | The duration of a game art(s) exhibition must align with its overall goals, within the capacity of the producers to offer the experience to the standard expected of them by the venue and audience. Typically an art exhibition with no interactive elements lasts roughly 6 months, whereas standard gaming conventions last only a few days; history museums often have much longer exhibitions, | ||
| - | **1. What is the goal of the event, and how much time will it take to achieve that goal?** | + | The duration |
| - | The goal of a convention or indie showcase might be to have as many people play a game as possible, in the hopes that they might purchase or download | + | |
| - | **2. What funds are available for ongoing exhibition maintenance and security? | + | Typically |
| - | On top of base funds needed to produce | + | |
| - | **3. Are the objects on display replaceable/ | + | When deciding |
| - | An irreplaceable object (such as a unique work of art or a site-specific installation) may benefit from a longer | + | |
| - | **4. Are there alternative methods | + | **What is the goal of the event, and how much time will it take to achieve that goal?** |
| - | Still images, enclosed object displays, and time-based but non-interactive media may extend the length of time an object | + | |
| + | A public convention is designed to create excitement for upcoming games, ideally driving future sales for the developers. As such, a shorter time period makes sense for restricting access in order to make the event feel more urgent. | ||
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| + | An exhibition dedicated to showcasing work around a particular theme or topic may wish to have a calmer environment. That means longer opening hours over a longer period | ||
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| + | An irreplaceable object (such as a unique work of art or a site-specific installation) may benefit from a longer exhibition period, allowing more individuals to engage with it (as they would not be able to do at home or in another venue). However, considerations of funding, security, and maintenance may limit the length of time that such a work can reasonably be displayed safely. | ||
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| + | Consider who your audience is and what their expectations are. Make sure to also take into account limiting factors such as who and what needs to be present; for example: a developer can afford to take a weekend to by physically present to promote their game, but not months. | ||
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| + | **What resources are required? How do they change based on the length?** | ||
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| + | On top of base funds needed to produce an event, any exhibition with interactive objects will require ongoing investment. Producers should calculate what costs will be incurred and take account of this in their planning. | ||
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| + | Objects that require touch for interaction may require repeated sanitation or general maintenance. High-priced but small items such as speakers, controllers, | ||
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| + | **How are the works to be displayed? How does that affect the event?** | ||
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| + | Still images, enclosed object displays, and time-based but non-interactive media may extend the length of time an object can be displayed safely, but may be less popular or less engaging to an audience (in comparison to interactives). | ||
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| + | A short exhibition period with no non-interactive objects may ensure the safety of the works on display but limit the amount of exposure for the exhibition as a whole. A longer exhibition with a mix of object types may allow for a larger audience to experience the exhibition, but with less opportunities for direct engagement between curator, maker, and viewer. | ||
| ===== Notes ===== | ===== Notes ===== | ||
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| ==== Editors for this section: ==== | ==== Editors for this section: ==== | ||
| - | Add yourself if you edited something | + | Ron Morrow |