Keywords: Digital Games, Digital Art, Exhibition Room, Arcade
The purpose of this work is to think about the exhibition room (gallery) based on the presence of digital games. This proposal is a specific development of a research project that studies the exhibition space towards the presence of digital technology. In order to achieve the goal, we will focus here on the Interactive Space of Life Sciences (EICV), which is part of the Museum of Natural History and Botanical Garden of UFMG, in Belo Horizonte/MG. Specifically, this article discusses the exhibition space and its curation when digital games are shown in it. Considering that, we debate about the configuration of the contemporary exhibition space, bringing up the relation among art, digital games, technology and science.
- Pablo Gobira is a professor doctor at Escola Guignard and at Postgraduate Program in Arts (UEMG, Brazil), artist, curator and researcher. He is a research fellow and manager of Digital Promotion Services of the Brazilian Network at IBICT/Brazil Ministry of Science, Technology, Innovation and Communication (MCTI). Member of the National Institute of Science and Technology INCT-Acqua (CNPq). Writer and editor of the books: “Post-digital configurations” (Forthcoming UEMG Press, 2017); “Games and Society” (Crisálida Press, 2012); Walter Benjamin “B-side” (Crisálida Press, 2011) among others books and writings. He works in curatorship, creation and production in the field of culture and digital arts and also creative economy. He is coordinating the Laboratory of Front Poetics (labfront.tk).
Full text (PDF) p. 335-342