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International Journal of Games and Social Impact
Institutions are increasingly working out how to present video games, a shift that has accelerated since 2012.
Museums are increasingly grappling with how to exhibit video games as art, a shift that has accelerated since MoMA's 2012 acquisition of fourteen games for its Architecture and Design collection and the Smithsonian's The Art of Video Games that same year. The central argument is that games, with their interactivity, dependence on evolving technology, and commercial origins, cannot be treated like conventional artworks. Institutional recognition brings legitimacy, but it also exposes tensions around preservation, visitor expectations, and curatorial method. The analysis situates these challenges within the broader history of New Media Art, drawing on theorists such as Brian O'Doherty and Lev Manovich, who have shown how the neutral "white cube" gallery is poorly suited to interactive, technology-dependent work.
The most significant conclusion concerns curation. Games require context-sensitive presentation that preserves their nature as played experiences rather than reducing them to mere entertainment. Domenico Quaranta's framework of "translation" is central here: curators must render games' digital culture, community-based contexts, and interactive logic intelligible to diverse audiences. Exhibitions such as the Barbican's Game On and the Victoria and Albert Museum's Video Games: Design/Play/Disrupt illustrate this growing engagement, though funding pressures and audience appeal also shape which titles are selected and how they are shown.
Preservation presents the most concrete obstacles. Rapid hardware obsolescence, reliance on servers that may be shut down, and the costly, specialized expertise needed to keep works playable all threaten long-term access. The analysis argues that these difficulties, while substantial, push museums toward more flexible and participatory exhibition practices. The scope is primarily institutional and Anglo-American, with reference to major U.S. and British museums and to the 2011 U.S. Supreme Court ruling recognizing games as protected expression, and it addresses the period from the early 2010s onward.
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