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| + | ====== GOALS ====== | ||
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| There are as many aims and goals in organizing public video game events as there are in making video games. Likewise there are a variety of aims and goals proposed by this document. It would therefore be false to say there is a singular, monolithic, goal that this document aims to achieve. However, the variety of goals in providing more avenues for presenting video game art rarely contradict each other and often harmonize, if not overlap. | There are as many aims and goals in organizing public video game events as there are in making video games. Likewise there are a variety of aims and goals proposed by this document. It would therefore be false to say there is a singular, monolithic, goal that this document aims to achieve. However, the variety of goals in providing more avenues for presenting video game art rarely contradict each other and often harmonize, if not overlap. | ||
| - | Video games and related participatory media are expressed through a very diverse set of practices yet are often presented in through narrow channels of distribution. There is a common perception that video games are commercially produced, played domestically, | + | Video games and related participatory media are expressed through a very diverse set of practices yet are often presented in through narrow channels of distribution. There is a common perception that video games are commercially produced, played domestically, |
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| + | Practitioners of this movement define the various goals mentioned above. Some aim for the recognition of games underrepresented by established cultural venues, or more importantly, | ||
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| + | The collective authorship of this document represents the collaboration of practitioners directly involved in this movement. In comparing our experiences during the Game Art International Assembly symposia held in 2019 and 2021, we found that similar models of how to support video games within local and regional communities have organically appeared in different parts of the world. The events, organizations, | ||
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| + | ==== Authors for this section: ==== | ||
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| + | Chaz Evans | ||
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| + | ==== Editors for this section: ==== | ||
| - | Practitioners of this movement define the various goals mentioned above. Some aim for the recognition of games underrepresented by established cultural venues, or more importantly, | ||
| - | The collective authorship of this document represents the collaboration of practitioners directly involved in this movement. In comparing our experiences in person at the Game Art International Assembly in 2019, we found that similar models of how to support different video games within local and regional communities that have organically appeared in different parts of the world. The events, organizations, | + | Add yourself |