<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-23T04:27:39Z</responseDate><request verb="GetRecord" identifier="oai:ubir.buffalo.edu:10477/86735" metadataPrefix="oai_dc">https://ubir.buffalo.edu/oai/request</request><GetRecord><record><header><identifier>oai:ubir.buffalo.edu:10477/86735</identifier><datestamp>2025-07-15T18:45:08Z</datestamp><setSpec>com_10477_77914</setSpec><setSpec>col_10477_86252</setSpec></header><metadata><oai_dc:dc xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:dc="http://purl.org/dc/elements/1.1/" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
<dc:title>Video Games and The Museum - A Critical Analysis</dc:title>
<dc:creator>Ogadzhanov, Aleksander; 0000-0001-5880-4341</dc:creator>
<dc:contributor>Biehl, Peter</dc:contributor>
<dc:contributor>Anthropology</dc:contributor>
<dc:subject>museum studies</dc:subject>
<dc:description>M.A.</dc:description>
<dc:description>The aim of this thesis is to critically analyze the methodologies of preservation, display, contextualization, and interpretation of video games in context to the museum. Video games are a multilayered medium which encompass interactivity, immersion, technology, play, history, art, and are intrinsically tied to a larger narrative of socio-cultural representation in digital form. We will go over the "how" and "why" video games have been represented in different types of museums, such as play museums, video game museums, art museums, media museums, history museums, galleries, and virtual spaces. The Strong National Museum of Play will be used as case study to further the analysis. Not only are there different methodologies of display, preservation, and interpretation of games in various museums, but games have also influenced exhibition design and audience engagement through the process of gamification. Furthermore, we will explore the audience in the museum and how different marketing strategies can increase visitation, alter perceptions of the museum, and engage in community outreach.</dc:description>
<dc:description>**To request an accessible version of the file(s) associated with this item, contact library@buffalo.edu. Please include the item's persistent URL [http://hdl.handle.net/. . .] in your request.**</dc:description>
<dc:date>2025-02-21T21:44:33Z</dc:date>
<dc:date>2025-02-21T21:44:33Z</dc:date>
<dc:date>2020</dc:date>
<dc:type>Text</dc:type>
<dc:type>Thesis</dc:type>
<dc:identifier>http://hdl.handle.net/10477/86735</dc:identifier>
<dc:language>eng</dc:language>
<dc:rights>Users of works found in University at Buffalo Institutional Repository (UBIR) are responsible for identifying and contacting the copyright owner for permission to reuse. University at Buffalo Libraries do not manage rights for copyright-protected works and cannot assist with permissions.</dc:rights>
<dc:rights>Copyright retained by author.</dc:rights>
<dc:format>application/pdf</dc:format>
<dc:publisher>State University of New York at Buffalo</dc:publisher>
</oai_dc:dc></metadata></record></GetRecord></OAI-PMH>