Browse > Article
http://dx.doi.org/10.7583/JKGS.2013.13.4.47

The Suggestion for the Introduction of Game Culture to Museums  

Kim, Young-Ae (Dept. of Fine Art, University of Paris VIII)
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.
Keywords
game; entertainment; museum; game art; industrial heritage; popular culture;
Citations & Related Records
Times Cited By KSCI : 2  (Citation Analysis)
연도 인용수 순위
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   과학기술학회마을   DOI   ScienceOn
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   과학기술학회마을   DOI   ScienceOn
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