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Drawing Things Together: Understanding the Challenges and Opportunities of a Cross-LAM Approach to Digital Game Preservation and Exhibition
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design. Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Media and Communication Studies.ORCID iD: 0000-0001-6597-1738
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.ORCID iD: 0000-0002-8086-4962
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2019 (English)In: Nordisk kulturpolitisk tidskrift, ISSN 1403-3216, E-ISSN 2000-8325, Vol. 22, no 2, p. 332-354, article id 8Article in journal (Refereed) Published
Abstract [en]

Digital games have become a central part of contemporary culture and society. At the same time digital games provide numerous challenges for collections, preservation efforts, documentation, and exhibitions. This article investigates the challenges and opportunities implicit in LAM convergence and collaboration with actors outside of the LAM-sector itself. These actors are stakeholders of various kinds within game culture: game makers and industry, players, and rogue archives. More specifically, we turn to the collaboration in two Nordic museums in their work with digital games: The Finnish Museum of Games and the National Swedish Museum of Science and Technology. We draw on their actual efforts at collaboration between LAM-institutions and outside stakeholders and analyze them through the lens of political participation and agonistic pluralism. These concepts come from an interpretation of the participatory agenda in cultural policy that aims to resolve inconsistencies in the participatory agenda specifically around neoliberal logics of participation.

The paper asks: How can the preservation of digital games be supported through participation of stakeholders inside and outside the LAM sector, and what policy changes would such collaborations require?

This paper concludes that political participation and agonistic pluralism are useful concepts for the modeling and understanding of game preservation and provide a possible solution for the paradoxes of the participatory agenda in Nordic cultural policy. Our comparison of the work in two museums shows that approaches that empower participants can lead to successful and surprising exhibitions not possible without the sharing of curatorial power. Policy regulating LAM-institutions should change in order to accommodate players, makers, and rogue archives as participants in game preservation efforts. For the future the participatory agenda in cultural policy should be interpreted through the lens of political participation and agonistic pluralism as calling for truly empowering participants in order to elevate participation in game preservation from lucky accidents to a political participation policy.

Place, publisher, year, edition, pages
Oslo: Idunn , 2019. Vol. 22, no 2, p. 332-354, article id 8
Keywords [en]
Political participation, digital games, preservation, exhibition, player-created content, agonistic pluralism, power, collaboration, LAM sector, cultural policy
National Category
Humanities and the Arts Cultural Studies Media Studies Other Social Sciences not elsewhere specified
Research subject
Library and Information Science; Media and Communication Studies; Sociology
Identifiers
URN: urn:nbn:se:uu:diva-399715DOI: 10.18261/issn.2000-8325/-2019-02-08OAI: oai:DiVA.org:uu-399715DiVA, id: diva2:1379019
Available from: 2019-12-16 Created: 2019-12-16 Last updated: 2019-12-20Bibliographically approved

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Prax, PatrickEklund, LinaSköld, Olle
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