MoMA’s acquisition of games is the responsibility of the Architecture and Design Department, which is focused on objects that are celebrated for their function. Paul Galloway, who has served as the point person for the museum’s video game acquisition efforts, says these multimedia objects are a natural fit for the most omnivorous section of the museum. — arstechnica
The show is open now and runs until July of next year in MoMA's first-floor gallery. Galloway and his co-organizers Paola Antonelli, Anna Burckhardt, and Amanda Forment say their department collects along four central criteria — esthetics, space, time, and behavior — though curatorial efforts to acquire "museum-ready" media are sometimes limited by intellectual property restraints concerning the game maker's original source code.
"It’s a show about interaction design, and video games are some of the purest, clearest examples of interaction design," Antonelli said in a preview. "Games are such complex acquisitions because when you acquire video games, you don’t just go ahead and buy them, you acquire a relationship because you want to make sure that… 50 years from now, curators will still be able to show these games without being bogged by intellectual property problems... or without having trouble migrating the code."
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