Abstract
Social, cultural, political, and tourist factors have influenced narratives across the heritage sector for decades. In response to movements such as BLM and pride amongst others, there is a growing demand to respond and address the narratives at play. As a researcher who identifies as disabled, the principles of inclusivity have been paramount to all aspects of research with an emphasis on identifying broader communal characteristics through heritage and the museum sector. The onset of the global pandemic forced a fundamental shift in the methodologies utilised to formulate and support identities. The removal or routine due to lockdowns, imposed curfews and a shutdown of conventional infrastructure, forced the public to seek alternative methods of cultural engagement to deduce a sense of belonging. Given the shift within the UK towards the heritage sector there is an increasing need to retain access and inclusivity of the public within museums spaces. As such research has focused on the extrapolation and utilisation of video game models and bespoke activities to represent museum spaces and historical events. Therefore, by drawing on aspects of design, heritage and history the author will showcase how passive actions in games such as Minecraft and The Sims 4 can represent real-world activities and opportunities to further the discussion of museum engagement and inclusivity. Drawing on case studies the author will examine the potential to utilise such approaches more broadly within museums to ensure a more balanced blended approach of inclusive tangible and intangible heritage within museums.
Presenters
Ellen WebsterDoctoral Researcher, Design and Humanities, Loughborough University, United Kingdom
Details
Presentation Type
Paper Presentation in a Themed Session
Theme
2022 Special Focus—Rethinking the Museum
KEYWORDS
Heritage, Gamification, Digital Heritage, Video Games, Inclusivity, Identity, Disability