Month: January 2016

Video Games as “Public Sphere”

Inventory Assignment #1

When reflecting back on my first Game Changers exhibit experience, I am reminded of the diverse group of individuals that walked through our doors throughout the month of March. This conglomeration of people, this “public sphere,” was the main reason why we decided to create this exhibit. Our curation team strove to expose these disparate, yet geographically-connected citizens to the innovations of video games. In retrospect, these objectives were also intrinsically attached to our method of curation; by selecting and displaying these video games in one gallery space, we brought together distinctive works, enabling them to create an overall theme – a “public” – while also allowing them to stand on their own, in all their glory.

In his piece, What Is the Public? Juan Gaitán explains that:

“to have access to works of art in order to change them, to alter their experience of the world, to sharpen and heighten their sensibilities to it, to make it come alive anew for them, so they can walk away at a different angle to the world” (34),

in the end, this is what our visitors most want from us. By curating an exhibition under the theme of “Video Games as Innovation,” Game Changers did just that; the collection offered a brief yet accessible timeline of significant video games:

“that . . . changed cultural views and behaviors as well as impacted business, education, health, and communication” (Game Changers 2015 Website).

Interestingly, enacting this social contract meant that it was our responsibility to create a space that not only left the collection whole and digestible, but also preserved the autonomy of each work – letting it stand alone and speak for itself.

Much like the human beings we attracted, the video games we chose were uniquely crafted and brought together under one room. These works simulated:

“the way the public sphere is structured today, as a gathering of non-parallel and exponentially individualistic identities and interests” (Gaitán, 36).

This relationship is explicitly displayed on the Game Changers 2015 website. The “Gallery” tab features a complete list of the video games shown during the month, but upon clicking on one of the entries, specific information pertaining to the game appears front and center. The Remodal plugin that enables this effect also dims the background, creating contrast and difference.

Game Changers Website - Pong

In all, Game Changers reflects a connection between a “public sphere” and a “public of works,” revealing that both parties are autonomous yet dependent. They speak for themselves at times, and in other instances they gain value by joining together, creating diverse conceptions of meaning.

Works Cited
Gaitán, Juan A. “What Is the Public?” Ten Fundamental Questions of Curating. Ed. Jens Hoffmann. Milan: Mousse, 2013. 33-39. Print.
“Game Changers: Video Games as Innovation.” Game Changers: Video Games as Innovation. Creative Media and Digital Culture, n.d. Web. 29 Jan. 2016. <http://dtc-wsuv.org/projects/gamechangers2015/>.