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themes [2021/03/26 08:24] chazevans |
themes [2021/08/31 12:11] (current) jim [Vision and scope] |
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| ====== THEMES ====== | ====== THEMES ====== | ||
| - | Replace | + | ====Narrative/ |
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| + | Storytelling is a powerful thing. We learn, connect and imagine through stories. We can explore our own identities, make sense of the world around us and envision new futures. A narrative thread through an exhibition can provide a meaningful way for audiences to understand and connect to the show in a tangible way; stirring thoughts and provoking conversation. The shared experience of the story, along with the inherent interactive/ | ||
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| + | Furthermore, | ||
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| + | At the outset of any curatorial endeavor we may wish to ask ourselves, | ||
| + | “What is the story that I/we would like to tell?” | ||
| + | Whilst the answer to this question may emerge in a number of ways and from a number of places (as laid out in the forthcoming | ||
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| + | ====Voice==== | ||
| + | To begin – a nice light, soul searching question. Who are you? And what do you care about?! | ||
| + | In the same way that you wouldn’t write a book or direct a play about something you don’t know or are not invested in, it is pertinent to root the exhibition narrative in an area of your personal or collective knowledge, or indeed to use it as an opportunity to expand knowledge; to learn from and collaborate with others. | ||
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| + | The narrative that emerges from a video games exhibition may explore video game aesthetics, mechanics, or design processes. Or it may investigate and expose modes of play, specific kinds of interactions, | ||
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| + | ====Context==== | ||
| + | Context is everything from the physical space to the influential circumstances that will undoubtedly guide the focus of the narrative and the shape it takes. | ||
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| + | Some things to think about… | ||
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| + | Where is the exhibition happening? Whether it is in a traditional exhibition space, like a museum | ||
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| + | Who is it for? Beyond the considerations of who the audience might be (as identified in the Audience chapter), you may have to consider who else might be invested in the exhibition’s narrative - personally, professionally and even financially. These stakeholders may come with their own expectations or requirements so it is important to consider how much weight, if any, you need to place on these when considering the narrative. Partners or funders may have particular data, impacts or evidence that they need to evaluate as a core part of the agreement, so weigh this up and consider if you need or indeed want these constraints/ | ||
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| + | When is it happening? Think of the place in time. What is the socio-political and cultural contexts of the now? What are the technological or industrial developments within the field, and the important or significant practice-led innovations from makers? This complex landscape of time-based and time-sensitive circumstances is worthy of some thoughtful deliberation, | ||
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| + | And in a different way of thinking about time, consider the situation of the exhibition. Is it part of a festival? Are there relational aspects within a wider programme to consider? Is it a long-form exhibition or a one-night play party (or something in-between)? | ||
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| + | ====Vision and scope==== | ||
| + | Through the emergence of the exhibition narrative you will research and select work that talks to the story. In a physical sense, how do the experiences of these works piece together? How does each exhibit talk to each other, either connecting or contrasting? | ||
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| + | Think about the need for [[diversity|diversity]] of voices, perspectives, | ||
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| + | For yourself, write a curatorial statement early in this process that sets out your vision for the exhibition. This will of course change and evolve as the ideas for the show develop, but will help you meander towards a place where you can ‘set the scene’ for exhibition visitors. | ||
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| + | Through the story, invite your audience in to play, explore and participate in the narrative. | ||
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| + | ====Examples==== | ||
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| + | The Blank Arcade 2016 was a gallery installation selected from an international submissions pool. Submissions were narrowed down based on their quality and interest to the curators, and then a group of 8 works were selected based on their general aesthetic and thematic cohesion, presenting unique graphical styles and sensory experiences. Then, an introductory text was prepared and printed to appear at the entrance of the exhibition: | ||
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| + | //Now in its third year, The Blank Arcade is an annual exhibition which highlights videogames, toys, and other artistic interventions and research exploring the blanks in mainstream perceptions of gaming and play. The selections for this year come from an impressive pool of international submissions, | ||
| ==== Authors for this section: ==== | ==== Authors for this section: ==== | ||
| - | Add yourself if you wrote something | + | Clare Brennan |
| ==== Editors for this section: ==== | ==== Editors for this section: ==== | ||
| - | Add yourself if you edited something | + | Emilie Reed |