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Well, we know what videogames are, but what does it mean to be a videogame designer? I posed this question to Paola Antonelli, a force in the world of modern art. She is currently the Senior Curator of the Department of Architecture & Design as well as the Director of R&D at The Museum of Modern Art (MoMA) in New York City. What I love about Paola is how expansive her view of design is.

She pushed the museum to expand design objects like Eames chairs into the digital domain. Under her guidance, they acquired everything from the @ symbol, and typefaces like Helvetica, to the original set of emoji released in Japan in 1999. In 2012, the museum did something different. They selected 14 videogames for their permanent collection. Some games you’ll know. The Sims. Pac-Man. Some games you might not. For example, Passage, Jason Rohrer’s game about life, death, and marriage.

-Jamin Warren

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Resources:

+ Architecture and Design at MoMA

+ Applied Design exhibition

Host:

Jamin Warren (@jaminwarren)

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Credits:

Anthony Martinez, producer

Nick Sylvester, music

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About Killscreen

Killscreen is an arts and culture organization committed to advancing the dialogue and practice of games and play. Founded in 2010, we seek to drive the intersection of games, play, and culture through cross-disciplinary collaboration to show the world why play matters. We want to break down the barriers that have traditionally segregated play and games from other creative disciplines and highlight creators with ambassadorial relationships to the world around us.

Follow us:

Website, Twitter, Instagram

This episode was hosted by Jamin Warren, founder of Killscreen. Music by Nick Sylvester.

Thoughts? Guest suggestions? Email us at [email protected].
Killscreen is an arts and culture organization committed to advancing the practice of interdisciplinary play. Founded in 2010, we seek to drive the intersection of design, culture, and impact through cross-disciplinary collaboration to show the world why play matters. We want to break down the barriers that have traditionally segregated play and games from other creative disciplines and foster a diverse community of creators with ambassadorial relationships to the world around us.
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14 episodes