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formats [2021/05/10 13:30] john [FORMATS] |
formats [2021/08/31 10:51] (current) jim [Editors for this section:] |
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| * [[https:// | * [[https:// | ||
| * David Wolinsky' | * David Wolinsky' | ||
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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 |