The most interesting takeaway from the exhibition Spacewar! Video Games Blast Off, on view
at the Museum of the Moving Image until March 3rd, was not only the
audience the exhibition attracted, but also how they moved through a space
surrounded by moving images. These images came in various sizes from wall
length projections to arcade cabinets to entirely intimate, handheld devices.
Although it was expected, the most notable groups were
families with children. The kids who grew up in the days of early video games
are now adults with kids of their own and many of the early games were
recognizable to them. Today’s kids would be more familiar with the new console
systems or iPad games available in the exhibition. It was interesting to see
this interplay between parent and child, the back and forth of one teaching the
other. The power of personal experiences and nostalgia in the audience is
evident in this exhibition.
The interior architecture is determined by the layout of the
games. The arcade games create a physical barrier, blocking the players and
audience from the activity behind the machines. The projections on the walls
create a social barrier: unless there is no other way around, it is considered
improper to consciously walk in front of a projection. Writing for the New York
Times, reviewer Chris Suellentrop uses the phrase “electronic cave paintings.”
Although he was speaking of only the arcade cabinets, his description is more
apt when applied to the projections and the exhibition as a whole. Overall, the
space is chasmal and dimly lit, reminiscent of the household basement or a dark
den. The majority of the lighting comes from the projections or screens,
creating several dark corners.
Handheld vs. Projection Osmos (2009) for iPad vs. Star Fox (1993) for Super Nintendo Entertainment System |
Wall of arcade games |
The exhibition relies heavily on nostalgia and this can have
both a positive and negative impact. While cultural memory of a game or of
playing the games helps keep the games alive and recognizable in the museum
context, there is also the argument that relying on nostalgia devalues the
games as works of art. But to answer the question of whether or not video games
belong in a museum, the answer is yes: they belong in a museum as much as any
other object recognized for its cultural, artistic, or historical significance.
Kristin MacDonough
February 25, 2013
Referenced: Article from Chris Suellentrop, New York Times: http://www.nytimes.com/2012/12/15/arts/video-games/spacewar-video-games-at-museum-of-the-moving-image.html?_r=1&
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