Gaming technologies in the museum space: educational potential
Автор: Prokudina D.A.
Журнал: Культура и образование @cult-obraz-mguki
Рубрика: Музеи в пространстве культуры
Статья в выпуске: 2 (53), 2024 года.
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The article is devoted to the analysis of the interactive game project «Primeval forest of Silva» (Urskogen Silva), opened in 2022 at the National Museum of Norway. Creatively reflecting on the experience of the famous Japanese art collective «TeamLab», the museum staff created an innovative project that attracted numerous young visitors and gained recognition in the professional community. Children get acquainted with the theme of the forest in the works of artists representing the Norwegian romantic nationalism of the XIX century, and then participate in a game based on the principles of interactivity and a «participatory culture». The interior of the 19th century laboratory room, mysterious trees and forest silhouettes, a large scale digital installation of a primeval forest all this contributes to the involvement of children in the game. They become coauthors in the creation of a museum multimedia installation. What the primeval forest will become depends entirely on their imagination. The project demonstrates that gaming technologies in the museum space are able to effectively interest children and involve them in the educational process. They allow you to interact with visitors on the principles of coauthorship and co creation, and also open up opportunities to broadcast socially significant values.
Museum, gaming technologies, «Primeval forest of Silva» (Urskogen Silva), The National Museum of Norway, interactivity, participatory culture, «TeamLab Future Park»
Короткий адрес: https://sciup.org/144163202
IDR: 144163202 | DOI: 10.2441/2310-1679-2024-253-165-172