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GAMES+
museums
History and trends
Christopher Totten, Kaylin Lapan, and Drew Robarge
14:30 - 14:40: Introductions
14:40 - 15:00: Overview of noteworthy game events and exhibitions
Presented by Chris Totten, Kaylin Lapan, and Drew Robarge
15:00 - 15:15: Focus topic #1
15:15 - 15:30: Focus topic #2
15:30 - 15:45: Break
15:45 - 16:00: Part 2 Introductions
16:00 - 16:20: Curation overview
Drew Robarge - Smithsonian American History Museum
16:20 - 16:40: Playing the museum: integrating games and play into
exhibits American University Traverse team
16:40 - 17:00: Wrap
Christopher Totten
Executive Organizer Smithsonian
American Art Museum Indie Arcade
Game Artist in Residence
American University
Author An Architectural Approach to Level
Design and Game Character Creation in
Blender and Unity
Community organizer Washington,
DC game community, IGDA DC
Kaylin Lapan
Executive Organizer Smithsonian
American Art Museum Indie Arcade
New Media Programs
Coordinator & Front-end
Developer Smithsonian American Art
Museum and Renwick Gallery
Exhibitions Watch This! Revelations in
Media Art, 2015 & The Art of Video Games,
2012
Photo by: Tatiana Gulenkina, 2015
The Art of Video
Games
Technology
1991
Nam June Paik
Born: Seoul, Korea 1932
Died: Miami Beach, Florida 2006
25 video monitors, 3 laser disc
players with unique 3 discs in a
cabinet of various materials 127
x 51 7/8 x 75 5/8 in. (322.6 x 131.7
x 192.1 cm.)Smithsonian
American Art Museum
Museum purchase through the
Luisita L. and Franz H.
Denghausen Endowment
1994.29
Not currently on view
Curator Chris Melissinos
Importance SAAM's record breaking,
first venture into the world of video games.
Specs 20 gaming systems ranging from
Atari VCS to the PlayStation 3 featuring 80
video games selected with help from the
public. 5 games were playable.
Watch This!
Revelations in
Media Art
Technology
1991
Nam June Paik
Born: Seoul, Korea 1932
Died: Miami Beach, Florida 2006
25 video monitors, 3 laser disc
players with unique 3 discs in a
cabinet of various materials 127
x 51 7/8 x 75 5/8 in. (322.6 x 131.7
x 192.1 cm.)Smithsonian
American Art Museum
Museum purchase through the
Luisita L. and Franz H.
Denghausen Endowment
1994.29
Not currently on view
Curator Michael Mansfield
Importance Marked the acquisition of
Flower and Halo 2600 into SAAM's
permanent collection. First exhibition in
which games are displayed on equal
footing with pioneering artworks.
Specs Artworks displayed include Halo
2600 and Flower (both playable) alongside
Martha Rosler's Semiotics of the Kitchen
and Nam June Paik's recently discovered
Etude 1
eGameRevolution
Curator J.P. Dyson
Institution The Strong Museum of Play
Importance Permanent exhibition of
the largest video game collection in the
world.
Specs John Romero’s first computer,
Brown Box Replica, NES Stadium
competition games
Museum of Modern
Art
Curator Paola Antonelli
Institution Museum of Modern Art
Importance One of the early art
museums to collect video games including
original artwork
Specs Magnavox Odyssey, Tetris,
Canabalt, Feng Mengbo’s Long March:
Restart (2008)
Photo credit: MOMA
The Game Worlds
of Jason Rohrer
Curator Michael Maizels
Institution Davis Museum at Wellesley
College
Importance One of the first exhibitions
to focus on a video game designer.
Specs Passage, Primrose, Inside a Star-
filled Sky, Diamond Trust of London
Smithsonian American Art
Museum
Indie Arcade
1 day event showcasing indie games
Classic gaming and game cover bands by
MAGFest
1st year: Mid-Atlantic regional indie
developers, 43 entries, 16 chosen games,
~4000 attendees
2nd year: International scope, 150+ entries,
32 chosen games, 11,750 attendees
Technology
Augmented Reality
What: Mobile applications recognize visual
patterns in the real world and project
digital information onto that image on the
device screen.
Use: Adding supplementary information to
exhibits. Making guides. Showing digital
exhibits.
Potential: Scavenger hunts, game-like
experiences in the museum, interactive
stories.
Technology
Radio Frequency
IDentification
(RFID)
What: Uses radio waves to communicate
between two objects (tag and reader) Tags
typically hold user profiles.
Use: Adding information to exhibits
customized to the user or adding
scannable info to exhibit items.
Potential: Building game-like experiences
where visitors can have custom profiles
and/or characters.
Technology
Mobile and
internet
technology
What: Mobile applications connected to
web or GPS data
Use: Adding supplementary information to
exhibits. Making guides. Adding a digital
storytelling layer to museum
environments.
Potential: Scavenger hunts, game-like
experiences in the museum, interactive
stories, online visitor profiles, social media.
Play
Playground
installations
What: Adding playful interactive
installations where visitors are invited to
physically engage the space.
Use: Design installations, many are
commissioned by noteworthy designers
(architects, etc.)
Potential: Environments designed like
game levels with implicit “rules.”
Play
Game installations
What: Installations that are both games
and art pieces
Use: Design installations with published
rules of how to interact with it in a game-
like way, often featuring a game master.
Potential: Playful engagement,
community building, designing games with
educational content.

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Games+ museums

  • 1. GAMES+ museums History and trends Christopher Totten, Kaylin Lapan, and Drew Robarge
  • 2. 14:30 - 14:40: Introductions 14:40 - 15:00: Overview of noteworthy game events and exhibitions Presented by Chris Totten, Kaylin Lapan, and Drew Robarge 15:00 - 15:15: Focus topic #1 15:15 - 15:30: Focus topic #2 15:30 - 15:45: Break 15:45 - 16:00: Part 2 Introductions 16:00 - 16:20: Curation overview Drew Robarge - Smithsonian American History Museum 16:20 - 16:40: Playing the museum: integrating games and play into exhibits American University Traverse team 16:40 - 17:00: Wrap
  • 3. Christopher Totten Executive Organizer Smithsonian American Art Museum Indie Arcade Game Artist in Residence American University Author An Architectural Approach to Level Design and Game Character Creation in Blender and Unity Community organizer Washington, DC game community, IGDA DC
  • 4. Kaylin Lapan Executive Organizer Smithsonian American Art Museum Indie Arcade New Media Programs Coordinator & Front-end Developer Smithsonian American Art Museum and Renwick Gallery Exhibitions Watch This! Revelations in Media Art, 2015 & The Art of Video Games, 2012 Photo by: Tatiana Gulenkina, 2015
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  • 7. The Art of Video Games Technology 1991 Nam June Paik Born: Seoul, Korea 1932 Died: Miami Beach, Florida 2006 25 video monitors, 3 laser disc players with unique 3 discs in a cabinet of various materials 127 x 51 7/8 x 75 5/8 in. (322.6 x 131.7 x 192.1 cm.)Smithsonian American Art Museum Museum purchase through the Luisita L. and Franz H. Denghausen Endowment 1994.29 Not currently on view Curator Chris Melissinos Importance SAAM's record breaking, first venture into the world of video games. Specs 20 gaming systems ranging from Atari VCS to the PlayStation 3 featuring 80 video games selected with help from the public. 5 games were playable.
  • 8. Watch This! Revelations in Media Art Technology 1991 Nam June Paik Born: Seoul, Korea 1932 Died: Miami Beach, Florida 2006 25 video monitors, 3 laser disc players with unique 3 discs in a cabinet of various materials 127 x 51 7/8 x 75 5/8 in. (322.6 x 131.7 x 192.1 cm.)Smithsonian American Art Museum Museum purchase through the Luisita L. and Franz H. Denghausen Endowment 1994.29 Not currently on view Curator Michael Mansfield Importance Marked the acquisition of Flower and Halo 2600 into SAAM's permanent collection. First exhibition in which games are displayed on equal footing with pioneering artworks. Specs Artworks displayed include Halo 2600 and Flower (both playable) alongside Martha Rosler's Semiotics of the Kitchen and Nam June Paik's recently discovered Etude 1
  • 9. eGameRevolution Curator J.P. Dyson Institution The Strong Museum of Play Importance Permanent exhibition of the largest video game collection in the world. Specs John Romero’s first computer, Brown Box Replica, NES Stadium competition games
  • 10. Museum of Modern Art Curator Paola Antonelli Institution Museum of Modern Art Importance One of the early art museums to collect video games including original artwork Specs Magnavox Odyssey, Tetris, Canabalt, Feng Mengbo’s Long March: Restart (2008) Photo credit: MOMA
  • 11. The Game Worlds of Jason Rohrer Curator Michael Maizels Institution Davis Museum at Wellesley College Importance One of the first exhibitions to focus on a video game designer. Specs Passage, Primrose, Inside a Star- filled Sky, Diamond Trust of London
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  • 13. Smithsonian American Art Museum Indie Arcade 1 day event showcasing indie games Classic gaming and game cover bands by MAGFest 1st year: Mid-Atlantic regional indie developers, 43 entries, 16 chosen games, ~4000 attendees 2nd year: International scope, 150+ entries, 32 chosen games, 11,750 attendees
  • 14. Technology Augmented Reality What: Mobile applications recognize visual patterns in the real world and project digital information onto that image on the device screen. Use: Adding supplementary information to exhibits. Making guides. Showing digital exhibits. Potential: Scavenger hunts, game-like experiences in the museum, interactive stories.
  • 15. Technology Radio Frequency IDentification (RFID) What: Uses radio waves to communicate between two objects (tag and reader) Tags typically hold user profiles. Use: Adding information to exhibits customized to the user or adding scannable info to exhibit items. Potential: Building game-like experiences where visitors can have custom profiles and/or characters.
  • 16. Technology Mobile and internet technology What: Mobile applications connected to web or GPS data Use: Adding supplementary information to exhibits. Making guides. Adding a digital storytelling layer to museum environments. Potential: Scavenger hunts, game-like experiences in the museum, interactive stories, online visitor profiles, social media.
  • 17. Play Playground installations What: Adding playful interactive installations where visitors are invited to physically engage the space. Use: Design installations, many are commissioned by noteworthy designers (architects, etc.) Potential: Environments designed like game levels with implicit “rules.”
  • 18. Play Game installations What: Installations that are both games and art pieces Use: Design installations with published rules of how to interact with it in a game- like way, often featuring a game master. Potential: Playful engagement, community building, designing games with educational content.