DOI QR코드

DOI QR Code

The Suggestion for the Introduction of Game Culture to Museums

뮤지엄의 게임문화 수용을 위한 제안

  • 김영애 (프랑스 파리8대학 조형예술학과, 인터랙티브 미학 전공)
  • Received : 2013.07.01
  • Accepted : 2013.07.24
  • Published : 2013.08.20

Abstract

Current perception of games is divided. On the one hand, they are criticized as harmful entertainment due to their violent content and addictive nature, and on the other hand, they are evaluated positively as products of a creative industry that offers alternative, interactive entertainment. Based on the latter, this paper will reevaluate the positive element of such games in relation to the museum, the canon of historical and cultural evaluation. The analysis on game culture introduction to the museums consists of three categories: the practical application that includes educational, communicational, and promotional purposes; the approval of games as industrial assets and their extensive cultural influence; and the indirect acceptance of art works using games. A panoramic view of game culture development would promote research on the link between game culture and museums; furthermore, it would establish a basis for an introduction of game culture in academia and predict the future of the industry.

오늘날 게임(비디오 게임, 전자오락)에 대한 평가는 애우 양가적인데, 한편에서는 폭력성 중독성으로 인해 유해 오락이라는 부정적 평가를 내리는 반면, 다른 한편에서는 그 유희적 대안적 속성에 주목하여 유망 창조산업으로 보는 긍정적 평가가 공존한다. 본 논문은 후자의 입장에 근거하여, 역사 문화적 평가의 지표라 할 수 있는 뮤지엄을 통해 게임의 긍정적 요소를 재평가 하려는데 그 목적이 있다. 이를 위해, 뮤지엄의 게임문화 수용의 변화 양상을 다음의 세 가지로 유형화하고, 분석하였다. 첫째, 방법적인 차원에서 게임을 교육 홍보 마케팅에 활용한 경우, 둘째, 게임이 우리 문화 전반에 걸쳐 폭넓게 발휘한 영향력을 일종의 산업 문화재로 인정하는 경우, 셋째, 게임을 활용한 미술작품을 통해 간접적으로 게임 문화를 수용하는 경우이다. 이상의 파노라마식 연구는 뮤지엄과 게임문화 연구에 대한 논의의 장을 펼쳐 보일 것으로 기대하며, 현재 활발하게 이루어지고 있는 아카데미에서의 게임문화 수용 및 미래산업 방향진단에도 기초를 제공할 것이다.

Keywords

References

  1. Seong Rak Choi, Jiae Min, "An Impact Analysis of Shut down System on the Trust to Government: focus on comparing gamer with non-gamer", Journal of Korea Game Society, Vol. 13, No. 1, pp.49-60, 2013 https://doi.org/10.7583/JKGS.2013.13.1.49
  2. Yongman Kwon, "A Case Study on the Game Industry Optimized Human Resource Development Program", Journal of Korea Game Society, Vol. 13, No. 2, pp.71-80, 2013 https://doi.org/10.7583/JKGS.2013.13.2.71
  3. Johan Huizinga, Homo Ludens: A Study of the Play-element in Culture, Beacon Press, 1955
  4. Roger Caillois, Les jeux et les hommes, Paris: Gallimard, 1958
  5. Tilman Kuchler, Post-modern Gaming : Heidegger, Duchamp, Derrida, New York ; Peter Lang Publishing, 1994
  6. http://icom.museum/the-vision/museum-definition/
  7. http://www.britishmuseum.org/explore/young_explorers/play/time_explorer.aspx
  8. http://grdd.co.uk/en/games/timeexplorer
  9. http://kids.tate.org.uk/games/street-art/
  10. http://www.museum.go.kr/main/publish/view.jsp?menuID=006005002004
  11. http://www.kidsnfm.go.kr/nfmkid/viewPage.do?screenId=SCREEN_ID_MATERIAL_PLAY
  12. http://www.getty.edu/gettygames/
  13. Korea game Developpers Association, The Current State of Serious Game and Activation Plan Research, Korea Creative Content Agency, January 2013, p. 60
  14. Rochelle Slovin, Hot Circuits: Reflections on the first museum retrospective of the video arcade game, website of Museum of Moving Image, jan 15 2009; http://www.movingimagesource.us/articles/hot-circuits-20090115
  15. Paola Antonelli, "Video Games: 14 in the Collection, for Staters", website of Museum of Modern Art New York, 29 Nov 2012
  16. http://en.wikipedia.org/wiki/Game_On_(exhibition)
  17. Thomas Crampton, "For France, Video Games are as artful as cinema", The New York Times, 6 nov 2006
  18. http://museogames.com
  19. Mathieu Recarte, "Dans la guele du Louvre, un musee : La game culture trouveera-t-elle sa place dans les collections des institutions culturelles?", Anne-Cecile Worms (ed), 'Game Over Culture: La culture de jeux video', MCD : Musique et Cultures Digitales, $n^{\circ}$ 64, sep-oct-nov 2011
  20. Isabelle Astic, "Le Jeu video, 'objet de patrimoine'?", Exhibition Catalogue Museogames : une histoire a rejouer, Musee des Arts et Metiers, 22 June 2010-13 March 2011
  21. Youngjeon Kwon, Jung-Ju Kim, CEO of Nexon, built the Museum, "With the life inspired by computer", Yonhap News Agency, 8th July 2013
  22. Christiane Paul, Digital Art, Thames & Hudson, 2003
  23. Domenico Quaranta, "Playlist. A reader", <>, Exhibition Catalogue, LABoral, Center for Art and Industrial Creation, Gijon, Spain, from 17 December 2009 to 14 May 2010, p. 22