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The Pew Center for Arts & Heritage

Ian Bogost on Gamification and Its Uses in the Arts and Culture Sector

Posted by Nicole Steinberg | January 25, 2013

The worlds of gaming and the arts are steadily converging and the evidence is clear: The front page of the New York Times arts section is now as likely to promote the debut of a new video game as it is an opera production, and the National Endowment for the Arts has expanded funding programs to include video game projects. In response to the increasing use of video games by artists and cultural organizations, the Center recently conducted a series of programs around the intersection of games and the arts, designed to educate a working group of Center constituents and staff.

In fall 2012, Dr. Ian Bogost, a video game designer, critic, and researcher, visited the Center to discuss his work in developing games for a variety of organizations, arts and otherwise. We spoke with him about the ways that games can be used to tackle major and minor organizational issues, and how “gamification” has emerged specifically as a useful tool in the arts and culture sector.

Dr. Ian Bogost is the Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, and Founding Partner at Persuasive Games LLC.

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Labels:  games  games & gamification for non-profits  gamification  ian bogost  interview  video  video games 

Exploring Gamification at the Inaugural Philadelphia Grassroots Game Conference

Posted by Jordan Shue | April 16, 2012

The increasing popularity of video games, which have infiltrated the realms of management and aesthetics, has increased the view of them as more than just a pastime. Video games can now be used to increase productivity and engage audiences, among other things. The old, rather narrow definition of video games is one that has shifted dramatically in recent years, with the advent of games that stretch beyond the reach of a stereotypical audience. Games are now so ubiquitous that the New York Times has begun reviewing them in its Arts section.

The democratization that gaming has unleashed on the world has wrought a subsection of creation that is continually manifesting itself in increasingly intelligent iterations that are both practical and aesthetically pleasing. "Gamers" can no longer be pigeonholed into formulaic identities like "geek," "millennial," or "social outcast." Gamers are the generators of an entirely new social sphere, which continues to branch out into other layers of social and demographic strata as businesses, individuals, and organizations discover the power of games in spurring efficiency, engagement, and healthy growth. Artists have embraced the power of games and the internet as inspiration for a new aesthetic ideal, both borrowing from and using the web as a medium for contemporary works, which often serve the dual role as social commentary and public platform for discussion, interpretation and invention.

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Labels:  games  games & gamification for non-profits  gamification  management  pcmi  pcmi professional development  philadelphia cultural management initiative  philadelphia game lab  philly tech week  video games