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Caribbean Area --- Antiquities. --- Museums --- Social aspects
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The cry for decolonization has echoed throughout the museum world. Although perhaps most audibly heard in the case of ethnographic museums, many different types of museums have felt the need to engage in decolonial practices. Amidst those who have argued that an institution as deeply colonial as the museum cannot truly be decolonized, museum staff and museologists have been approaching the issue from different angles to practice decoloniality in any way they can. This book collects a wide range of practices from museums whose audiences, often highly diverse, come together in sometimes contentious conversations about pasts and futures. Although there are no easy or uniform answers as to how best to deal with colonial pasts, this collection of practices functions as an accessible toolkit from which museum staff can choose in order to experiment with and implement methods according to their own needs and situations. The practices are divided thematically and include, among others, methods for decentering, improving transparency, and increasing inclusivity.
ART / Museum Studies. --- Decolonisation, Museums, Practices, Global, Accessible. --- Museum Studies. --- Arts.
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The cry for decolonization has echoed throughout the museum world. Although perhaps most audibly heard in the case of ethnographic museums, many different types of museums have felt the need to engage in decolonial practices. Amidst those who have argued that an institution as deeply colonial as the museum cannot truly be decolonized, museum staff and museologists have been approaching the issue from different angles to practice decoloniality in any way they can. This book collects a wide range of practices from museums whose audiences, often highly diverse, come together in sometimes contentious conversations about pasts and futures. Although there are no easy or uniform answers as to how best to deal with colonial pasts, this collection of practices functions as an accessible toolkit from which museum staff can choose in order to experiment with and implement methods according to their own needs and situations. The practices are divided thematically and include, among others, methods for decentering, improving transparency, and increasing inclusivity.
#SBIB:39A5 --- #SBIB:39A4 --- Kunst, habitat, materiële cultuur en ontspanning --- Toegepaste antropologie --- Musées --- Décolonisation --- Gestion des collections --- Aspect moral. --- Aspect social.
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"The Interactive Past brings together a diverse group of thinkers--including archaeologists, heritage scholars, game creators, conservators and more--who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa."--Page [4] of cover.
Telecommunication technology --- Archeology --- Archaeology --- Virtual reality in archaeology --- Video games --- Interactive multimedia --- Computer games --- Social aspects --- Social aspects. --- Video games. --- Television games --- Videogames --- Electronic games --- Virtual reality in archaeology. --- Archaeology. --- Computer games. --- Archaeology - Computer games --- Video games - Social aspects --- Interactive multimedia - Social aspects. --- Internet games --- Games
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A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?.
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A defining fixture of our contemporary world video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment and encourage reflection. They are intricate achievements of coding and creative works of art. Histories ranging from the personal to the global are reinterpreted and retold for broad audiences in playful digital experiences The medium also magnifies our already complicated and confrontational relation with the past for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play working towards a better understanding of how we represent and experience the past in the present. 'Return to the Interactive Past' offers a new collection of engaging writings by game creators historians computer scientists archaeologists and others It shows us the thoughtful processes developers go through when they design games as well as the complex ways in which players interact with games. Building on the themes explored in the book 'The Interactive Past' the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans? voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and gamemaking
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