Museums in Videogames: four decades in four minutes

Lightning Talk

Aristoteles Georgios Sakellariou, Qatar Museums, Qatar, Georgios Papaioannou, UCL Qatar, Qatar

In this talk, we present our project on museum spaces and building as depicted and used in videogames since the late 1980s. From Batman (1989) to Uncharted 3 (2015), we see museum buildings and spaces as arenas for getting points, overcoming obstacles, challenge both mind and finger’s dexterity, solving puzzles and mysteries, aiming to engage the gamer and enhance pleasure and gaming experiences. We explore the evolution of museum spaces representations as years go by and we attempt to address the reasoning behind decision making processes in selection of museums spaces and graphics. We will offer a four-minute slideshow on well-known videogames of the last forty years that use representations and/or simulations of museum spaces.

Bibliography:
Aarseth, E.J. (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore: The Johns Hopkins University Press.

Jones, E.S. (2014). The Emergence of the Digital Humanities. New York and London: Routledge

Newman, J. (2013). Videogames. London: Routledge.

Shuker, R. (1996). Video games: Serious fun. Globalisation and the Media in the Third Millennium. Continuum 9:2, 125-145.

Shukhov, A. (2015), Computer Games And Art. КУЛТУРА / CULTURE 12, 197- 204.