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Experience in videogame display : an extension of the matrix model
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dc.contributor.author | Harrington, Carl | |
dc.date.accessioned | 2024-01-22T12:30:04Z | |
dc.date.available | 2024-01-22T12:30:04Z | |
dc.date.issued | 2023-11-26 | |
dc.identifier | 294381844 | |
dc.identifier | 2e6e3f0c-23b7-487a-ac5b-34ec86d91c62 | |
dc.identifier | 85178220366 | |
dc.identifier.citation | Harrington , C 2023 , ' Experience in videogame display : an extension of the matrix model ' , Games and Culture , vol. Online First . https://doi.org/10.1177/15554120231209801 | en |
dc.identifier.issn | 1555-4120 | |
dc.identifier.uri | https://hdl.handle.net/10023/29038 | |
dc.description.abstract | Niklas Nylund argued that videogames lacked a coherent descriptive framework required to understand their complex position as museum artifacts. He proposed a matrix model consisting of three overlapping aspects of games display: objects, context, and experience. Although a starting point for exploring the role of videogames in museums, this required further detailed analysis. The present article extends the matrix model by exploring the area of ‘experience’, separating this aspect of display into three sub-categories: (a) playable experience, (b) collective experience, and (c) situational experience. These sub-categories of experience are discussed regarding videogame display in European museums. It is argued that this extended view of experience, rather than distracting from contextual information, is central to videogame display. Extending this category beyond playable games enables exhibitions to use the area of experience within a wider framework. | |
dc.format.extent | 18 | |
dc.format.extent | 274667 | |
dc.language.iso | eng | |
dc.relation.ispartof | Games and Culture | en |
dc.rights | Copyright © The Author(s) 2023. This article is distributed under the terms of the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/) which permits any use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage). | en |
dc.subject | Videogame museums | en |
dc.subject | Videogame display | en |
dc.subject | Videogame experience | en |
dc.subject | Museum display | en |
dc.subject | Videogame exhibitions | en |
dc.subject | QA76 Computer software | en |
dc.subject | AM Museums (General). Collectors and collecting (General) | en |
dc.subject | T-NDAS | en |
dc.subject | NIS | en |
dc.subject.lcc | QA76 | en |
dc.subject.lcc | AM | en |
dc.title | Experience in videogame display : an extension of the matrix model | en |
dc.type | Journal article | en |
dc.contributor.institution | University of St Andrews.School of Art History | en |
dc.identifier.doi | 10.1177/15554120231209801 | |
dc.description.status | Peer reviewed | en |
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