The Gaming exhibition is formed of islands. Each island has own curator/island manager. There is one exhibition managing curator.
The exhibition is ready to be travelled and exhibited.
Concept of the project
Gaming exhibition open to +18 (adult gaming)
An interactive exhibition on the subject of video games in a contemporary private museum – a unique approach in the cultural entertainment field in Romania
A network of insular areas, with different approaches and subjects
Co-producer: PostModernism Museum (PMM) – art & innovation centre, independent private museum in Romania
Co-producer: Scientifica is a collaboration between thinkers, visionaries and makers, working to promote and sustain the public engagement with science and to stimulate the collaboration between science and other fields of culture
Autmn 2016 Bucharest
Bucharest 2916 – 800 m2, Bucharest, PostModernism Museum location
The exhibition can be constructed in islands, with a unitary vision.
Island 1 – exhibiting elements
Steps of creating a game: from the drawings of the artists to the actual final game, playing on different platforms
All-media exhibits: drawings, computer generating characters, computer / tablet / smartphone games to be played locally.
Different areas for different games: strategy game, war game etc.
Island 2 – Infographics
research facts: from how many Romanian developers to how many gamers
Island 3 – exhibiting elements
Objectification: 3D art objects and fashion design, multimedia installations, digital art, alternative photography – ambrotypy, cyanotypy, cibachrome, stereography; post production manipulation
Island 4 – video / TV / display projections
Animation & Advertising
-advertising campaigns, activations & tools: Culture, Communities, Web, Social Media, Mobile, Digital Brand Experience & Interactive Campaigns
-a certain selection of animation films
Island 5 – Real time coding
– see how the characters & their experience is created by the developer
Certain day and hour
Island 6 – Emotion and Emotional intelligence
-Most encountered video games characters & correspondent emotions they bring to the surface in the gamer
-statistics of emotional behaviour of gamers
-Dopamine. Triggers in Human Sensation thorough gaming
Games of the future: where reality of the game is changing based on the personal story of the player and current actions; with the help of big data predictions
Selling point of games
Selling point of software and technology events
Collateral events (open list):
–seminar on The role and value of games and simulations in education
–seminar on Gaming industry as a creative industry
–seminar on with physicist Albert-László Barabási – „lord of the links”
He introduced in 1999 the concept of scale-free networks and proposed the Barabási–Albert model to explain their widespread emergence in natural, technological and social systems, from the cellular telephone to the World Wide Web or online communities.
–opening party with musical background from Video Games Live with real time videos
Island curators: Miruna Amza, Andreea Pricop, Roxana Deduleasa (TBD)
Project manager: firstname.lastname@example.org, 0730 040 514