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abstract

When did my childhood become an art exhibit?!

Published: 27 February 2016 Publication History

Abstract

Social media has dramatically altered the ways in which people share experiences. Through on-site observations during the Art of Video Games exhibition in a local museum and an examination of related Instagram postings, we found that visitors try to re-experience their memories and to collectively reminisce about their past gaming. We also discuss the implications of our findings as ways to encourage visitor engagement and to build a natural storehouse of knowledge.

References

[1]
Bryant, F., Smart, C., and King, S. 2005. Using the past to enhance the present: Boosting happiness through positive reminiscence. Journal of Happiness Studies, 6: 227-260.
[2]
Cosley, D., Sosik, V.S., Schultz, J., S.T. Peesapati, and Lee, S. 2012. Experiences with designing tools for everyday reminiscing. Human-Computer Interaction. 27, 1-2 (April 2012), 175-198.
[3]
Greengard, S. 2012. Digitally possessed. Communications of the ACM. 55(5) 2012, 14-16.
[4]
Hogan, B. 2010. The presentation of self in the age of social media: Distinguishing performances and exhibitions online. Bulletin of Science, Technology Society. 30, 6 (December 2010), 377-386.
[5]
Reese, E. and Fivush, R. 2008. The development of collective remembering. Memory. 16, 3, 201-212.
[6]
Smithsonian American Art Museum. "The Art of Video Games." Exhibitions. http://www.americanart.si.edu/exhibitions/archive/2012/games/. Accessed on January 4, 2016.
[7]
Webster, J.D. 1993. Construction and validation of the Reminsicence Functions Scale. Journal of Gerontology, 48(5): 256-262.

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Published In

cover image ACM Conferences
CSCW '16 Companion: Proceedings of the 19th ACM Conference on Computer Supported Cooperative Work and Social Computing Companion
February 2016
549 pages
ISBN:9781450339506
DOI:10.1145/2818052
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 February 2016

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Author Tags

  1. Collective memory
  2. museum
  3. reminiscing
  4. the Art of Video Games
  5. visitor engagement.

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CSCW '16
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CSCW '16: Computer Supported Cooperative Work and Social Computing
February 26 - March 2, 2016
California, San Francisco, USA

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Overall Acceptance Rate 2,235 of 8,521 submissions, 26%

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