GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN:
Autor(a) principal: | |
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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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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 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
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 |
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Direitos de Autor (c) 2023 Herança - Revista de História, Património e Cultura |
eu_rights_str_mv |
openAccess |
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application/pdf application/pdf text/xml text/xml |
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Ponteditora |
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Ponteditora |
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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 reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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