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Computerspil og kunstmuseer
Author(s) -
André Wang Hansen
Publication year - 1970
Publication title -
nordisk museologi
Language(s) - English
Resource type - Journals
eISSN - 2002-0503
pISSN - 1103-8152
DOI - 10.5617/nm.3195
Subject(s) - action (physics) , presentation (obstetrics) , visual arts , code (set theory) , multimedia , focus (optics) , virtual world , computer science , art , human–computer interaction , set (abstract data type) , medicine , physics , quantum mechanics , optics , radiology , programming language
Via a range of examples, the article discusses connections between technology, computer games and presentations of art. On the basis of Walter Benjamin’s notorious dictum from the past that the illiterates of the future will not be those who cannot read or write but those who are not capable of dealing with the visual culture of their own time, the article argues that current worldwide visual digital communications, including computer gaming, also have interesting potential for the art museums, especially regarding youth as a forthcoming core group of art consumers. The focus is on – amongst others – the former virtual presentation of the Van Gogh Museum and the first shooter action game Duke Nukem, the Louvre Museum and the Da Vinci Code game and on remediating performances in the Second Life virtual universe.

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