Lost in translation: video games becoming cultural heritage? (Registro nro. 46353)

Detalles MARC
000 -CABECERA
Campo de control de longitud fija 02594nab a2200229 i 4500
003 - IDENTIFICADOR DE NÚMERO DE CONTROL
Campo de control ES-BaOER
005 - FECHA Y HORA DE LA ÚLTIMA TRANSACCIÓN
Campo de control 20210630123913.0
007 - CAMPO FIJO DE DESCRIPCIÓN FÍSICA
Campo de control de longitud fija cr ||| |||||
008 - CAMPO FIJO DE DESCRIPCIÓN FIJA--INFORMACIÓN GENERAL
Campo de control de longitud fija 200928s2019 xxk|||||s 0|| ||eng|d
024 ## - OTROS IDENTIFICADORES
Número o código normalizado 10.1177/1749975519852501
040 ## - FUENTE DE CATALOGACIÓN
Agencia de catalogación original ES-BaOER
Idioma de catalogación cat
Agencia que realiza la transcripción ES-BaOER
100 1# - ENCABEZAMIENTO PRINCIPAL--NOMBRE PERSONAL
Nombre de persona Eklund, Lina
9 (RLIN) 17553
245 10 - MENCIÓN DE TÍTULO
Título Lost in translation: video games becoming cultural heritage?
Medio físico [Recurs electrònic] /
Mención de responsabilidad, etc. Lina Eklund, Björn Sjöblom, Patrick Prax
300 ## - DESCRIPCIÓN FÍSICA
Extensión 17 p. : digital, fitxer PDF (130,17 Kb)
520 ## - RESUMEN, ETC.
Nota de sumario, etc. Recent attention to the question of preservation and exhibition of video games in cultural institutions such as museums indicates that this media form is moving from being seen as contentious consumer object to cultural heritage. This empirical study examines two recent museum exhibitions of digital games: GameOn 2.0 at the National Museum of Science and Technology in Stockholm (TM), and Women in Game Development at the Museum of Art and Digital Entertainment, Oakland (MADE). The aim is to explore how games are appropriated within such institutions, and thereby how they are configured as cultural heritage and exhibitable culture. The study uses actor-network theory in order to analyse heterogeneous actors working in conjunction in such processes, specifically focusing on translation of games and game culture as they are repositioned within museums. The study explores how games are selectively recruited at both institutions and thereby translated in order to fit exhibition networks, in both cases leading to a glossing over of contentious issues in games and game culture. In turn, this has led to a more palatable but less nuanced transformation of video games into cultural heritage. While translating video games into cultural heritage, the process of making games exhibitable lost track of games as culture by focusing on physical artefacts and interactive, playable fun. It also lost track of them as situated in our culture by skimming over or ignoring the current contentious nature of digital games, and finally, it lost track of games as being produced and experienced in a particular context, or games of culture. (Font: Autors)
595 ## - NOTA DE SUMARIO (LOCAL CIDOC)
Sumario Abstract -- Introduction -- Video Games in Museums -- Game Exhibitions in Two Museums -- Discussion -- References
700 1# - ENCABEZAMIENTO SECUNDARIO--NOMBRE PERSONAL
Nombre de persona Sjöblom, Björn
9 (RLIN) 17554
Nombre de persona Prax, Patrick
9 (RLIN) 17555
773 0# - ENTRADA DE DOCUMENTO FUENTE
Subcampo de control nnas
Número de control del registro vtls000011480
Título Cultural sociology,
Información relacionada Vol. 13, issue 4 (2019), p. 444-460
ISSN 1749-9763
856 ## - ACCESO ELECTRÓNICO
Identificador uniforme del recurso URI http://interaccio.diba.cat/CIDOC/blogs/2020/game-over-lluny
Nota Pública Ressenya a Interacció
942 ## - ENTRADA PARA ELEMENTOS AGREGADOS (KOHA)
Koha tipo de item e-Artículo
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Accés restringit General Centre d' Informació i Documentació del CERC Centre d' Informació i Documentació del CERC Repositori digital 28/09/2020 C E200047 E200047 http://cercles.diba.cat/cgi-bin/koha/opac-retrieve-file.pl?id=697f5df05ff33e5588f518ac20f947ae e-Artículo

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