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New Media, Communication, and Society

A Fast, Straightforward Examination of Key Topics

Mary Ann Allison and Cheryl A. Casey

New Media, Communication, and Society is a fast, straightforward examination of key topics which will be useful and engaging for both students and professors. It connects students to wide-ranging resources and challenges them to develop their own opinions. Moreover, it encourages students to develop media literacy so they can speak up and  make a difference in the world. Short chapters with lots of illustrations encourage reading and provide a springboard for conversation inside and outside of the classroom. Wide-ranging topics spark interest. Chapters include suggestions for additional exploration, a media literacy exercise, and a point that is just for fun. Every chapter includes thought leaders, ranging from leading researchers to business leaders to entrepreneurs, from Socrates to Doug Rushkoff and Lance Strate to Bill Gates.

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14 Digital Gaming (Cheryl A. Casey)

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CHAPTER 14

Digital Gaming

Cheryl A. Casey

Video games go mainstream

The Museum of Modern Art (MoMA) in New York City is considered one of the finest educational centers and museums of modern art in the world. Its collections hold everything from Vincent Van Gogh and Andy Warhol to…video games?

Yes, video games. In 2013, MoMA began showcasing an initial collection of 14 video games. These games included Pac-Man, Tetris, and SimCity. The Smithsonian Art Museum had already run a 6-month exhibit in 2012 on the “Art of Video Games.” The National Museum of Scotland featured an exhibition of video games, game artwork, and game play in the early months of 2015.

The move by such prestigious art institutions to include video games in their collections has raised some controversy. Those against it claim that video games are frivolous and unproductive uses of time, and therefore can’t be art. Besides, code can’t be art, either. Museum curators, on the other hand, view interactive design as an important form of creative expression. This line of thinking focuses on interactive design’s visual quality, aesthetic experience, and innovative approaches to technology and behavior.

Even if museums don’t include video games in their collections, some are using video games. Digital gaming is a resource for connecting with and engaging museum visitors or potential visitors, especially kids. The Metropolitan Museum of Art, one of the largest art...

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