GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN:

Detalhes bibliográficos
Autor(a) principal: Bahia, Ana Beatriz
Data de Publicação: 2023
Tipo de documento: Artigo
Idioma: por
eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.29073/heranca.v6i1.681
Resumo: The article discusses one of the main projects of the Education Department of the Thyssen-Bornemisza National Museum (Madrid/ES). Nubla: Laboratorio de Arte, Educación y Videojuegos is a project designed in 2013, which took shape between 2015-2017, and is still active to this day. In this paper, I sought to understand what defines Nubla and how the project differs from the video games previously created by EducaThyssen (2001-). The methods used were: exploratory research (in the institution's online platforms),, and bibliographic review.  First, the article contextualizes and briefly describes the Nubla. Then, it discusses how this laboratory explores the language of video games, the game design process, and the development of media products. EducaThyssen works in collaborative dynamics, carried out with young audiences and in partnership with universities and companies in the video game industry. Finally, the article analyzes Nubla based on the concepts "active visitor" (1998) and "post-museum" (2000) by Eilean Hooper-Greenhill; and "communicative ecosystem" (2004) and "plural museum" (2000) by Jesús Martín-Barbero. It concludes that Nubla actively contributes to the transformation of practices and values, not only in the world of museums but also in the fields of art, education, and the video game industry.
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spelling GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN:GAME DESIGN NO MUSEU DE ARTE: o caso Nubla do EducaThyssen: o caso Nubla do EducaThyssenGAME DESIGN NO MUSEU DE ARTE: O CASO NUBLA DO EDUCATHYSSEN:Video gameEducação em MuseuArtes VisuaisEstudos de MuseusEstudos de jogos Digitaisvideo gamesmuseum educationvisual artmuseum studiesgame studiesThe article discusses one of the main projects of the Education Department of the Thyssen-Bornemisza National Museum (Madrid/ES). Nubla: Laboratorio de Arte, Educación y Videojuegos is a project designed in 2013, which took shape between 2015-2017, and is still active to this day. In this paper, I sought to understand what defines Nubla and how the project differs from the video games previously created by EducaThyssen (2001-). The methods used were: exploratory research (in the institution's online platforms),, and bibliographic review.  First, the article contextualizes and briefly describes the Nubla. Then, it discusses how this laboratory explores the language of video games, the game design process, and the development of media products. EducaThyssen works in collaborative dynamics, carried out with young audiences and in partnership with universities and companies in the video game industry. Finally, the article analyzes Nubla based on the concepts "active visitor" (1998) and "post-museum" (2000) by Eilean Hooper-Greenhill; and "communicative ecosystem" (2004) and "plural museum" (2000) by Jesús Martín-Barbero. It concludes that Nubla actively contributes to the transformation of practices and values, not only in the world of museums but also in the fields of art, education, and the video game industry.O artigo discute um dos principais projetos do departamento educativo do Museu Nacional Thyssen-Bornemisza (Madri/ES): Nubla: Laboratorio de Arte, Educación y Videojuegos, projeto esboçado em 2013, que ganhou corpo entre 2015-2017 e segue em curso. Neste artigo, busca-se compreender o que define Nubla e de que forma diferencia-se dos jogos digitais criados pelo EducaThyssen anteriormente, desde 2001. Foram utilizados os procedimentos de: pesquisa exploratória, nas plataformas online da instituição, e revisão bibliográfica. Primeiramente, o artigo contextualiza e descreve o caso Nubla. Então, discute como esse laboratório explora a linguagem dos videogames, o processo de game design e o desenvolvimento de produtos midiáticos. Destaca que o EducaThyssen realiza tudo isso de forma colaborativa, com o público jovem e através de parcerias com universidades e empresas da indústria de videogames. Por fim, analisa Nubla a partir dos conceitos “visitante ativo” (1998) e “pós-museu” (2000) de Eilean Hooper-Greenhill; e “ecossistema comunicativo” (2004) e “museu plural” (2000) de Jesús Martín-Barbero. Conclui que Nubla contribui para transformações de práticas e valores, não apenas no âmbito do museu, mas nas áreas de arte, de educação e na indústria dos videogames. Palavras-Chave videogame, educação em museu, artes visuais, estudos de museu, estudo de jogos digitais Abstract The article discusses one of the main projects of the Education Department of the Thyssen-Bornemisza National Museum (Madrid/ES). Nubla: Laboratorio de Arte, Educación y Videojuegos is a project designed in 2013, which took shape between 2015-2017, and is still active to this day. In this paper, I sought to understand what defines Nubla and how the project differs from the video games previously created by EducaThyssen (2001-). The methods used were: exploratory research (in the institution's online platforms), and bibliographic review. First, the article contextualizes and briefly describes the Nubla. Then, it discusses how this laboratory explores the language of video games, the game design process, and the development of media products. EducaThyssen works in collaborative dynamics, carried out with young audiences and in partnership with universities and companies in the video game industry. Finally, the article analyzes Nubla based on the concepts “active visitor” (1998) and “post-museum” (2000) by Eilean Hooper-Greenhill; and “communicative ecosystem” (2004) and “plural museum” (2000) by Jesús Martín-Barbero. It concludes that Nubla actively contributes to the transformation of practices and values, not only within the world of museums but also in the areas of art, education, and the video game industry.O artigo discute um dos principais projetos do departamento educativo do Museu Nacional Thyssen-Bornemisza (Madri/ES): Nubla: Laboratorio de Arte, Educación y Videojuegos, projeto esboçado em 2013, que ganhou corpo entre 2015-2017 e segue em curso. Neste artigo, busca-se compreender o que define Nubla e de que forma diferencia-se dos jogos digitais criados pelo EducaThyssen anteriormente, desde 2001. Foram utilizados os procedimentos de: pesquisa exploratória, nas plataformas online da instituição, e revisão bibliográfica. Primeiramente, o artigo contextualiza e descreve o caso Nubla. Então, discute como esse laboratório explora a linguagem dos videogames, o processo de game design e o desenvolvimento de produtos midiáticos. Destaca que o EducaThyssen realiza tudo isso de forma colaborativa, com o público jovem e através de parcerias com universidades e empresas da indústria de videogames. Por fim, analisa Nubla a partir dos conceitos “visitante ativo” (1998) e “pós-museu” (2000) de Eilean Hooper-Greenhill; e “ecossistema comunicativo” (2004) e “museu plural” (2000) de Jesús Martín-Barbero. Conclui que Nubla contribui para transformações de práticas e valores, não apenas no âmbito do museu, mas nas áreas de arte, de educação e na indústria dos videogames.Ponteditora2023-03-08info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfapplication/pdftext/xmltext/xmlhttps://doi.org/10.29073/heranca.v6i1.681https://doi.org/10.29073/heranca.v6i1.681Herança - Journal of History, Heritage and Culture; Vol. 6 No. 1 (2023): Herança – History, Heritage and Culture ; 53-68Herança - Revista de História, Património e Cultura; Vol. 6 N.º 1 (2023): Herança - Revista de História, Património e Cultura; 53-682184-309010.29073/heranca.v6i1reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPporenghttps://revistas.ponteditora.org/index.php/heranca/article/view/681https://revistas.ponteditora.org/index.php/heranca/article/view/681/592https://revistas.ponteditora.org/index.php/heranca/article/view/681/593https://revistas.ponteditora.org/index.php/heranca/article/view/681/594https://revistas.ponteditora.org/index.php/heranca/article/view/681/595Direitos de Autor (c) 2023 Herança - Revista de História, Património e Culturainfo:eu-repo/semantics/openAccessBahia, Ana Beatriz2023-06-10T05:36:10ZPortal AgregadorONG
dc.title.none.fl_str_mv GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN:
GAME DESIGN NO MUSEU DE ARTE: o caso Nubla do EducaThyssen: o caso Nubla do EducaThyssen
GAME DESIGN NO MUSEU DE ARTE: O CASO NUBLA DO EDUCATHYSSEN:
title GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN:
spellingShingle GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN:
Bahia, Ana Beatriz
Video game
Educação em Museu
Artes Visuais
Estudos de Museus
Estudos de jogos Digitais
video games
museum education
visual art
museum studies
game studies
title_short GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN:
title_full GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN:
title_fullStr GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN:
title_full_unstemmed GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN:
title_sort GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN:
author Bahia, Ana Beatriz
author_facet Bahia, Ana Beatriz
author_role author
dc.contributor.author.fl_str_mv Bahia, Ana Beatriz
dc.subject.por.fl_str_mv Video game
Educação em Museu
Artes Visuais
Estudos de Museus
Estudos de jogos Digitais
video games
museum education
visual art
museum studies
game studies
topic Video game
Educação em Museu
Artes Visuais
Estudos de Museus
Estudos de jogos Digitais
video games
museum education
visual art
museum studies
game studies
description The article discusses one of the main projects of the Education Department of the Thyssen-Bornemisza National Museum (Madrid/ES). Nubla: Laboratorio de Arte, Educación y Videojuegos is a project designed in 2013, which took shape between 2015-2017, and is still active to this day. In this paper, I sought to understand what defines Nubla and how the project differs from the video games previously created by EducaThyssen (2001-). The methods used were: exploratory research (in the institution's online platforms),, and bibliographic review.  First, the article contextualizes and briefly describes the Nubla. Then, it discusses how this laboratory explores the language of video games, the game design process, and the development of media products. EducaThyssen works in collaborative dynamics, carried out with young audiences and in partnership with universities and companies in the video game industry. Finally, the article analyzes Nubla based on the concepts "active visitor" (1998) and "post-museum" (2000) by Eilean Hooper-Greenhill; and "communicative ecosystem" (2004) and "plural museum" (2000) by Jesús Martín-Barbero. It concludes that Nubla actively contributes to the transformation of practices and values, not only in the world of museums but also in the fields of art, education, and the video game industry.
publishDate 2023
dc.date.none.fl_str_mv 2023-03-08
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dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv https://doi.org/10.29073/heranca.v6i1.681
https://doi.org/10.29073/heranca.v6i1.681
url https://doi.org/10.29073/heranca.v6i1.681
dc.language.iso.fl_str_mv por
eng
language por
eng
dc.relation.none.fl_str_mv https://revistas.ponteditora.org/index.php/heranca/article/view/681
https://revistas.ponteditora.org/index.php/heranca/article/view/681/592
https://revistas.ponteditora.org/index.php/heranca/article/view/681/593
https://revistas.ponteditora.org/index.php/heranca/article/view/681/594
https://revistas.ponteditora.org/index.php/heranca/article/view/681/595
dc.rights.driver.fl_str_mv Direitos de Autor (c) 2023 Herança - Revista de História, Património e Cultura
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Direitos de Autor (c) 2023 Herança - Revista de História, Património e Cultura
eu_rights_str_mv openAccess
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application/pdf
text/xml
text/xml
dc.publisher.none.fl_str_mv Ponteditora
publisher.none.fl_str_mv Ponteditora
dc.source.none.fl_str_mv Herança - Journal of History, Heritage and Culture; Vol. 6 No. 1 (2023): Herança – History, Heritage and Culture ; 53-68
Herança - Revista de História, Património e Cultura; Vol. 6 N.º 1 (2023): Herança - Revista de História, Património e Cultura; 53-68
2184-3090
10.29073/heranca.v6i1
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