Research

The Gamification of Arts and Culture: The expanded narrative and the virtual space from digital media to COVID

The Gamification of Arts and Culture: The expanded narrative and the virtual space from digital media to COVID

The Gamification of Arts and Culture: The expanded narrative and the virtual space from digital media to COVID

ByJoanne Mills

Abstract

“This paper considers how advances in technology towards the end of the twentieth century ledboth to new affordances in immersive experiences at the intersection of art, design, andtechnology (for example virtual reality), and came into their own during the COVID-19 pandemicthrough the creation of innovative, engaging works. The concept of an expanded narrative ispresented as existing outside of the work itself, as the relationship between audience, artwork andthe space in which it is presented – and by acknowledging how screen-based experiences becomeboth accessible, affordable, and pervasive within society, this paper suggests a potentialgamification of culture to bring art and entertainment to new audiences.”

Reference

Mills, J. (2022). The gamification of arts and culture: The expanded narrative and the virtual space from digital media to COVID. Electronic Workshops in Computing. doi:10.14236/ewic/eva2022.35 https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/EVA2022.35

Keyword

Immersion, audience, technology, digital, gamification., research