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Presentation/Exhibition-Research

This was co- written by  Ruxin and Alexandria

Inspiration and Execution Plans

Our exhibition was inspired by a video game exhibition done in the MoMa called Never Alone.

https://arstechnica.com/gaming/2022/11/video-games-invade-the-art-world-in-momas-never-alone-exhibition/

   

 

In the exhibition in the MoMa, the goal was to make the video games they were showcase accessible, regardless of skill level or any other barrier to entry. Their whole exhibition was build to be inviting, with open spaces and controllers easily at hand so visitors can jump in and start playing whenever they like.  “The push for accessibility is also highlighted by the exhibit’s large, street-facing screen, which displays games and beckons passersby to come inside the exhibit gallery. As Galloway remarked, “the way into the museum is from the street.” (Aguasviva, 2022).

Similarly, with working with the constraints of the Atrium’s layout and materials available,  we were able to create dynamic sign at entrance of our exhibition that signaled to visitors they were welcome with brief details about  the game. We also had a mostly open layout, so we decided to have game stations that created that kind of community play aspect, so visitors could watch people play, and join when a seat became available.

As mentioned in the report on the MoMa exhibition, one of the curator’s Paul said “…games are as much about watching other people play as they are playing yourself, and it becomes this social thing. So we wanted to make sure there were as many opportunities as possible for that.” (Aguasviva, 2022).  We wanted to create a similar kind of atmosphere, and though we did not have as big as a venue as MoMa, we used placed projections of pre-recorded game play using white projector screens to create the different opportunities for play to be witnessed and experienced by more people in we didn’t have room to make as many stations as the MoMa.

All in all, our goal was to create an environment that made people curious about our game, and invoke feelings of curiosity and play as they walked around the room and watched other people play, be it the visuals on the large projector screens or seeing others sitting at the tables and playing.

Sketch and plans

a. There are two areas for the audience to play the game, and there are two computer devices per area. The curtains around the two areas will be closed. We can use the TV to show the introduction slides of the project. Two projectors will display some video clips of the game.

b. There will be four computers in the corners of the room, which allow audience to play the game. The location of the projectors and TV remains the same.

Final Decision and Layout

There are four areas for the audience to play the game, each of them has a monitor, a laptop, headphones, and a mouse and keyboard. There is a display screen at the entrance of the room, which displays a brief project introduction. Two projectors will each project the same video, which includes game clips and introductions. There are two speakers in the center of the room, playing background music from the game. The entire room is dimly lit to create an immersive atmosphere where it’s the glow of the screens and video being seen.

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