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formats [2021/04/11 08:14] emilie Added my draft of the section |
formats [2021/08/31 10:51] (current) jim [Editors for this section:] |
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| The format games curation takes can be highly varied, including one-night events, longer festivals, temporary exhibitions, | The format games curation takes can be highly varied, including one-night events, longer festivals, temporary exhibitions, | ||
| - | Often a project may start with a specific format in mind, for example, you may already have an event or institution or venue in mind to work with, which determines many things about the shape the project will take. However, even within these situations, there are a lot of details to consider and decide upon to focus and refine the focus and long term impact of your activity. In other cases, things like the budget you have, the types of videogames | + | Often a project may start with a specific format in mind, for example, you may already have an event or institution or venue in mind to work with, which determines many things about the shape the project will take. However, even within these situations, there are a lot of details to consider and decide upon to focus and refine the focus and long term impact of your activity. In other cases, things like the budget you have, the types of video games you want to include, the spaces you have access to, and the amount of time you have to put into the project can determine what format is most appropriate. |
| This section offers a list of example format for games curation events to consider, and a list of issues and related questions that are important in judging which format is best for your activity, or the ideal requirements for a specific format you have in mind. Finally, some brief summaries of different past activities highlight the main considerations and problems curators have run into when working in various formats. | This section offers a list of example format for games curation events to consider, and a list of issues and related questions that are important in judging which format is best for your activity, or the ideal requirements for a specific format you have in mind. Finally, some brief summaries of different past activities highlight the main considerations and problems curators have run into when working in various formats. | ||
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| * [[https:// | * [[https:// | ||
| * David Wolinsky' | * David Wolinsky' | ||
| - | * [[https:// | + | * [[https:// |
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| * **Venue: | * **Venue: | ||
| * **Time:** What length of time suits your goals best (one off, temporary, ongoing)? Are you scheduling for a period that overlaps with other similar activity in your area, or presents other challenges to participation? | * **Time:** What length of time suits your goals best (one off, temporary, ongoing)? Are you scheduling for a period that overlaps with other similar activity in your area, or presents other challenges to participation? | ||
| - | * **Durability: | + | * **Durability: |
| * **Safety:** What are potential safety and accessibility risks with the venue and activity? (Low light, flashing light, noise level, stairs, uneven footing, alcohol available, motion controls or VR headsets in close quarters, etc.) Can these risks be mitigated over the entire course of the activity, and are alternatives available for accessibility challenges? | * **Safety:** What are potential safety and accessibility risks with the venue and activity? (Low light, flashing light, noise level, stairs, uneven footing, alcohol available, motion controls or VR headsets in close quarters, etc.) Can these risks be mitigated over the entire course of the activity, and are alternatives available for accessibility challenges? | ||
| * **Programming: | * **Programming: | ||
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| Working with We Throw Switches on Games Are For Everyone Nights V and VI, I was able to curate highly experimental and ephemeral approaches to displaying experimental first-person horror games. Because the event was only a few hours long, durability was not a significant concern and visitors were encouraged to fully engage with the environment created around the game. The event was funded and number of visitors managed through ticket sales. In the venue, the lights were low and the footing was occasionally uneven, due to it being a historical building then used for concerts and parties, so special care had to be taken to reduce trip hazards, leave enough of the floor clear for crowds, and offer sufficient seating to encourage engagement with longer games. The sale of alcohol also limited the audience for the event. Information on the artworks and curatorial framing was provided by both illuminated signs provided by We Throw Switches and texts provided by the artists in the space, or selected and contributed by the curator. These were presented in the manner of “feelies” or props to enhance the environment the game was experienced in. This event was primarily documented through photographs and diagrams of the space before and during the activity, as well as visitor observation and note-taking. | Working with We Throw Switches on Games Are For Everyone Nights V and VI, I was able to curate highly experimental and ephemeral approaches to displaying experimental first-person horror games. Because the event was only a few hours long, durability was not a significant concern and visitors were encouraged to fully engage with the environment created around the game. The event was funded and number of visitors managed through ticket sales. In the venue, the lights were low and the footing was occasionally uneven, due to it being a historical building then used for concerts and parties, so special care had to be taken to reduce trip hazards, leave enough of the floor clear for crowds, and offer sufficient seating to encourage engagement with longer games. The sale of alcohol also limited the audience for the event. Information on the artworks and curatorial framing was provided by both illuminated signs provided by We Throw Switches and texts provided by the artists in the space, or selected and contributed by the curator. These were presented in the manner of “feelies” or props to enhance the environment the game was experienced in. This event was primarily documented through photographs and diagrams of the space before and during the activity, as well as visitor observation and note-taking. | ||
| - | Working with Now Play This to feature a zine library at their annual festival involved curating a set of publications related to the themes of the festival and working with zine distros, online shops and creators to gather the publications by the exhibition date. It also involved working with the director to gather functionally appropriate furniture, like bookshelves, | + | Working with Now Play This to feature a zine library at their annual festival involved curating a set of publications related to the themes of the festival and working with zine distros, online shops and creators to gather the publications by the exhibition date. It also involved working with the director to gather functionally appropriate furniture, like bookshelves, |
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| ==== Editors for this section: ==== | ==== Editors for this section: ==== | ||
| - | Add yourself if you edited something | + | Jim Munroe |