This paper argues that the influence of multimedia on exhibition practices can be felt not only by the presence of multimedia interactives in the exhibition itself but more generally by the presence of similar structural principles. The argument is conducted by borrowing from Stephen Johnson’s (2005) thesis that contemporary forms of popular culture, particularly those found in video games, television and film, are based on an ‘architecture of rewards’. In taking this term across to exhibition practices, I use it to analyse an approach to the interpretation of a heritage site, which attempts neither to reconstruct its former uses nor to insert traditional forms of ‘contextual’ displays. Instead, I argue that the curatorial attempt to find ways in which the site could become the principal object of display resulted in the conscious production of narrative gaps which become the structural armature for the encouragement of game playing in a similar process to that discussed by Johnson in relation to video games.
History
Journal
Museology
Issue
4
Pagination
19 - 33
Publisher
University of Aegean
Location
[Greece]
ISSN
1109-9348
Language
eng
Publication classification
C1 Refereed article in a scholarly journal
Copyright notice
Department of Cultural Technology and Communication, University of Aegean, Greece