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Let’s Play the Museum
Over videodocumentatie als
preservering- en expositiestrategie
Jasper van Vught // Universiteit Utrecht // j.f.vanvught@uu.nl
www.gamesandplay.org
“Enriching the collection policy by expanding it to include videoart,
interactive productions, games and virtual reality.”
(Digital Preservation Sound and Vision 2016)
Game On!
“The research project sets up the
first unified effort between game
research, cultural heritage
institutions and the Dutch game
industry to define, preserve,
archive and exhibit the history of
Dutch digital games and game
development”
• Verslechtering van
software dragers;
• Veroudering van software
voor hardware;
• ‘game industry as
perpetual innovation
economy’ (Kline et al.
2003).
Game On!
1. Hoe kunnen we de geschiedenis van
Nederlandse games definiëren en
benaderen?
2. Wat valt er binnen en buiten de selectie
van Nederlandse games als cultureel
erfgoed
3. Hoe ziet een selectiebeleid eruit voor
het archiveren en preserveren van dit
materiaal?
4. Hoe kunnen deze digitale games
opengesteld/geëxposeerd worden?
Game On!
“The capturing of games in and at
play could and, I would contend
should be the core objective of game
preservation” (Newman 2012)
Videodocumentatie als preserveringstrategie
Videodocumentatie als preserveringstrategie
“Audiovisual recordings provide us with a unique perspective on the
history of art, a perspective that moves beyond the image in a book,
words on paper, or abstract notations. They provide us with a fuller
sense of what it was like to be there and then.” (Dekker 2013).
Let’s Play
let’s play videos promote “a remediation of
[the] fundamental circumstances” of play -
notably its social nature”
“the genre emphasizes the naturally
spectacular character of videogames,
reminding us that spectators were always
around in many situations of play”
Let’s Play videos as a form of Direct Cinema “which does not avoid
documenting the effort and emotions of the filmmaker during its
manufacture” (Menotti 2014)
Let’s Play
Preserveren van gameplay
“What about putting up a Let’s Play recording
studio in the museum and inviting game
hobbyists, researchers, cultural historians or
complete outsiders to play a game and voice
their reactions to it?” (Nylund 2015)
Ons project: Wat voor een game is het nu?
Het toevoegen van nieuwe interpretatieve
raamwerken die in potentie in staat zijn om
de nadruk te leggen op, of vragen te stellen
over de sociaal-culturele en technologische
significantie van oude Nederlandse games
vanuit een hedendaags perspectief.
Preserveren van gameplay
Setup:
Commodore 64
PC
Green Screen
Games
• Eindeloos. 1985. Radarsoft. Philips. [Commodore
64/MSX]
• Herby. 1984. Radarsoft. Radarsoft. [Commodore 64]
• Raharuhtinas. 1984. Simo Ojaniemi. Amersoft.
[Commodore 64]
• Tempo Typen. 1984. Radarsoft. Radarsoft.
[Commodore 64/MSX]
• Topografie Nederland. 1984. Radarsoft. Radarsoft.
[Commodore 64/MSX]
• Verkeersrally. 1985. Radarsoft. Radarsoft.
[Commodore 64]
Het origineel vanuit een hedendaags perspectief
Discrepanties tussen verwachtingen
en game eigenschappen
1. Handelingsvermogen
2. Tutorial
3. Moeilijkheidsgraad
-> focus op materialiteit
“today’s player is accustomed to
objects on the screen responding to
their input in a way that the first
time player was not” (Swalwell
2013)
Het origineel vanuit een hedendaags perspectief
“the concept of ‘original’ defines a
quality referred to as being
‘compatible,’ and ‘not equivalent,’ to
the ‘original’ version” (Saba 2013)
Terugkijken biedt een hernieuwd
begrip van originele elementen juist
omdat onze onbekendheid reflectie
stimuleert.
GAME EXPOSITIE
GAME PRESERVERING
Van preservering naar expositie
• Let’s Play video’s maken werkt
engagerend
• Let’s Play video’s maken
stimuleert reflectie op zelf en
collectie
• Let’s Play video’s maken faciliteert
connecties tussen generaties
• Let’s Play exposities benadrukken
het polysemische van het
geëxposeerde materiaal
Van preservering naar expositie
• Let’s Plays give us “a clear
sense of the range of potential
playings which a given game
might support,” and “gain
insight into the performances,
observations and techniques
of others” (Newman 2012).
Videodocumentatie voor preservering en expositie
Live videodocumentatie kan
originele kenmerken van het
geëxposeerde materiaal uitlichten
zonder een originele ervaring te
recreëren
Live videodocumentatie biedt de
mogelijkheid tot het archiveren
van een geschiedenis van
ervaringen van een specifiek
cultureel object.
• Live videodocumentatie is
engagerend
• Live videodocumentatie stimuleert
reflectie op zelf en collectie
• Live videodocumentatie faciliteert
connecties tussen generaties
• Live videodocumentatie opnemen
in de collectie benadrukt het
polysemische van het
geëxposeerde materiaal
Bedankt!
Voor verdere informatie zie de volgende
publicaties:
Glas, René, Jesse de Vos, Jasper van Vught and Hugo Zijlstra.
"Playing the archive: Let’s Play videos, game preservation and the
exhibition of play". In: Ariese-Vandemeulebroucke, Csilla, Krijn
Boom, Angus Mol & Aris Politopoulos (eds.). The interactive past:
Archeology, heritage, and video games. Leiden: VALUE/Sidestone
Press. 2017. pp. 135-152
https://www.sidestone.com/books/the-interactive-past
Glas, René, Jesse de Vos & Jasper van Vught. "Let's play game
exhibitions". Video Game Art Reader. Vol. 1 Issue 1. In Press.
Jasper van Vught // Universiteit Utrecht // j.f.vanvught@uu.nl

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Let's Play the Museum

  • 1. Let’s Play the Museum Over videodocumentatie als preservering- en expositiestrategie Jasper van Vught // Universiteit Utrecht // j.f.vanvught@uu.nl
  • 3. “Enriching the collection policy by expanding it to include videoart, interactive productions, games and virtual reality.” (Digital Preservation Sound and Vision 2016)
  • 4. Game On! “The research project sets up the first unified effort between game research, cultural heritage institutions and the Dutch game industry to define, preserve, archive and exhibit the history of Dutch digital games and game development”
  • 5. • Verslechtering van software dragers; • Veroudering van software voor hardware; • ‘game industry as perpetual innovation economy’ (Kline et al. 2003). Game On!
  • 6. 1. Hoe kunnen we de geschiedenis van Nederlandse games definiëren en benaderen? 2. Wat valt er binnen en buiten de selectie van Nederlandse games als cultureel erfgoed 3. Hoe ziet een selectiebeleid eruit voor het archiveren en preserveren van dit materiaal? 4. Hoe kunnen deze digitale games opengesteld/geëxposeerd worden? Game On!
  • 7. “The capturing of games in and at play could and, I would contend should be the core objective of game preservation” (Newman 2012) Videodocumentatie als preserveringstrategie
  • 8. Videodocumentatie als preserveringstrategie “Audiovisual recordings provide us with a unique perspective on the history of art, a perspective that moves beyond the image in a book, words on paper, or abstract notations. They provide us with a fuller sense of what it was like to be there and then.” (Dekker 2013).
  • 10. let’s play videos promote “a remediation of [the] fundamental circumstances” of play - notably its social nature” “the genre emphasizes the naturally spectacular character of videogames, reminding us that spectators were always around in many situations of play” Let’s Play videos as a form of Direct Cinema “which does not avoid documenting the effort and emotions of the filmmaker during its manufacture” (Menotti 2014) Let’s Play
  • 11. Preserveren van gameplay “What about putting up a Let’s Play recording studio in the museum and inviting game hobbyists, researchers, cultural historians or complete outsiders to play a game and voice their reactions to it?” (Nylund 2015) Ons project: Wat voor een game is het nu? Het toevoegen van nieuwe interpretatieve raamwerken die in potentie in staat zijn om de nadruk te leggen op, of vragen te stellen over de sociaal-culturele en technologische significantie van oude Nederlandse games vanuit een hedendaags perspectief.
  • 12. Preserveren van gameplay Setup: Commodore 64 PC Green Screen Games • Eindeloos. 1985. Radarsoft. Philips. [Commodore 64/MSX] • Herby. 1984. Radarsoft. Radarsoft. [Commodore 64] • Raharuhtinas. 1984. Simo Ojaniemi. Amersoft. [Commodore 64] • Tempo Typen. 1984. Radarsoft. Radarsoft. [Commodore 64/MSX] • Topografie Nederland. 1984. Radarsoft. Radarsoft. [Commodore 64/MSX] • Verkeersrally. 1985. Radarsoft. Radarsoft. [Commodore 64]
  • 13.
  • 14. Het origineel vanuit een hedendaags perspectief Discrepanties tussen verwachtingen en game eigenschappen 1. Handelingsvermogen 2. Tutorial 3. Moeilijkheidsgraad -> focus op materialiteit “today’s player is accustomed to objects on the screen responding to their input in a way that the first time player was not” (Swalwell 2013)
  • 15. Het origineel vanuit een hedendaags perspectief “the concept of ‘original’ defines a quality referred to as being ‘compatible,’ and ‘not equivalent,’ to the ‘original’ version” (Saba 2013) Terugkijken biedt een hernieuwd begrip van originele elementen juist omdat onze onbekendheid reflectie stimuleert.
  • 17. Van preservering naar expositie • Let’s Play video’s maken werkt engagerend • Let’s Play video’s maken stimuleert reflectie op zelf en collectie • Let’s Play video’s maken faciliteert connecties tussen generaties • Let’s Play exposities benadrukken het polysemische van het geëxposeerde materiaal
  • 18. Van preservering naar expositie • Let’s Plays give us “a clear sense of the range of potential playings which a given game might support,” and “gain insight into the performances, observations and techniques of others” (Newman 2012).
  • 19. Videodocumentatie voor preservering en expositie Live videodocumentatie kan originele kenmerken van het geëxposeerde materiaal uitlichten zonder een originele ervaring te recreëren Live videodocumentatie biedt de mogelijkheid tot het archiveren van een geschiedenis van ervaringen van een specifiek cultureel object. • Live videodocumentatie is engagerend • Live videodocumentatie stimuleert reflectie op zelf en collectie • Live videodocumentatie faciliteert connecties tussen generaties • Live videodocumentatie opnemen in de collectie benadrukt het polysemische van het geëxposeerde materiaal
  • 20. Bedankt! Voor verdere informatie zie de volgende publicaties: Glas, René, Jesse de Vos, Jasper van Vught and Hugo Zijlstra. "Playing the archive: Let’s Play videos, game preservation and the exhibition of play". In: Ariese-Vandemeulebroucke, Csilla, Krijn Boom, Angus Mol & Aris Politopoulos (eds.). The interactive past: Archeology, heritage, and video games. Leiden: VALUE/Sidestone Press. 2017. pp. 135-152 https://www.sidestone.com/books/the-interactive-past Glas, René, Jesse de Vos & Jasper van Vught. "Let's play game exhibitions". Video Game Art Reader. Vol. 1 Issue 1. In Press. Jasper van Vught // Universiteit Utrecht // j.f.vanvught@uu.nl