User Tools

Site Tools


themes

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
themes [2021/05/10 13:29]
john [Context]
themes [2021/08/31 12:11] (current)
jim [Vision and scope]
Line 3: Line 3:
 ====Narrative/Theme====  ====Narrative/Theme==== 
  
-(900+words - sorry!) +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/participatory/spectatorship nature of video games exhibitions, can also greatly enhance audiences’ connections to each other, and to the games, too. 
- +
-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/participatory/spectatorship nature of video games exhibitions, can also greatly enhance audiences’ connections to each other, and to the the to the games, too. +
  
 Furthermore, a thematic narrative can act as an effective anchor and motivator, bringing focus and cohesion to the curatorial process, and allowing us to state an intention, both to ourselves and to our audience. Furthermore, a thematic narrative can act as an effective anchor and motivator, bringing focus and cohesion to the curatorial process, and allowing us to state an intention, both to ourselves and to our audience.
Line 36: Line 34:
 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? What is the journey that you want visitors to experience and how does the story unfold as they move through the space? The journey may be linear or non-linear, experienced partially or in full. Consider the impact of these variables on the experience of the story. 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? What is the journey that you want visitors to experience and how does the story unfold as they move through the space? The journey may be linear or non-linear, experienced partially or in full. Consider the impact of these variables on the experience of the story.
  
-Think about the need for diversity of voices, perspectives, modes of interaction, accessibility and written/audio/video interpretation too – all of these things enhance and enrich the intended narrative of the show*(*a huge aspect- needs expansion) +Think about the need for [[diversity|diversity]] of voices, perspectives, modes of interaction, accessibility and written/audio/video interpretation too – all of these things enhance and enrich the intended narrative of the show.
  
 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. 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.
  
-Through the story, invite your audience in to play, explore and participate in the narrative*(*closing thoughts need work) +Through the story, invite your audience in to play, explore and participate in the narrative.
  
 ====Examples====  ====Examples==== 
Line 46: Line 44:
 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: 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:
  
-//Now in its third year, The Blank Arcade is an annual exhibition which highlights video games, 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, and include interactive sculpture and table games alongside digital games and other software works.These works subvert ideas that have become taken for granted in mainstream software development, challenging aesthetics, mechanics, and play styles we have become accustomed to. Primarily, the games in this year’s exhibition address play’s interaction with and effect on the player’s senses, whether it be the scientifically defined five senses, our sense of space around us, or our sense of place and identity. From using textiles, sculpture and cut paper as direct sources for technologically-engaged work, to navigating themes of personal experience, emergent play, community, humour and awkwardness, these works present a broad and ambitious scope of playful interaction. In presenting these works we hope to highlight the importance of often-overlooked approaches, and inspire broader practices in digital gaming and beyond.//+//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, and include interactive sculpture and table games alongside digital games and other software works.These works subvert ideas that have become taken for granted in mainstream software development, challenging aesthetics, mechanics, and play styles we have become accustomed to. Primarily, the games in this year’s exhibition address play’s interaction with and effect on the player’s senses, whether it be the scientifically defined five senses, our sense of space around us, or our sense of place and identity. From using textiles, sculpture and cut paper as direct sources for technologically-engaged work, to navigating themes of personal experience, emergent play, community, humour and awkwardness, these works present a broad and ambitious scope of playful interaction. In presenting these works we hope to highlight the importance of often-overlooked approaches, and inspire broader practices in digital gaming and beyond.//
  
 ==== Authors for this section: ==== ==== Authors for this section: ====
themes.1620671340.txt.gz · Last modified: 2021/05/10 13:29 by john