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La construction du jeu vidéo comme objet muséal. Le détournement d’un objet culturel et technique de son cadre d’usage initial et son adaptation au contexte muséal.

Abstract : This research explores exhibitions of video games featured in museums, in which commercial gaming products can be found. The study focuses on the changes of signification and uses that affect video games during their shift from family living room to exhibition spaces, and investigates the professional spaces where the exhibition is designed. It relies on a field work during one of these exhibitions, completed by a study of public policy and the uses of video games in French museums. The study employs an interdisciplinary approach to explore the social, symbolic and material aspects of the object. This research is rooted in Cultural Studies and the study of the cultural aspects of social change. It also evokes various domains such as Communication, Sociology and Gender Studies. This research explores the articulation between three moments constructing video game as a museum object. First, the recognition of video game as a cultural good by public policies. Second, the design of a video game exhibition in a science center, that implies the modification of video games to create interactive exhibits. Third, the exhibition visited by people and the significance they grasp. Far from being isolated, these three moments are parts of a context where these different practices enrich one another.
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https://halshs.archives-ouvertes.fr/tel-03058938
Contributor : Marion Coville <>
Submitted on : Saturday, December 12, 2020 - 5:48:34 AM
Last modification on : Tuesday, January 19, 2021 - 11:08:49 AM

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  • HAL Id : tel-03058938, version 1

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Marion Coville. La construction du jeu vidéo comme objet muséal. Le détournement d’un objet culturel et technique de son cadre d’usage initial et son adaptation au contexte muséal.. Art et histoire de l'art. Université Paris 1 Panthéon Sorbonne, 2016. Français. ⟨tel-03058938⟩

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