WORKS / GAME ON ~ゲームってなんでおもしろい?~

WORKS / GAME ON: Why are videogames so interesting?

主要用途: 展示会場構成

施工: つむら工芸

クレジット: 主催:日本科学未来館、フジテレビジョン、角川アスキー総合研究所、企画協力: バービカン・インターナショナル・エンタープライズ、クリエイティブアドバイザー:伊藤ガビン(ボストーク)、展示制作ディレクター:乾義和(ボストーク)、アートディレクション&デザイン:米山菜津子、展示テキスタルデザイン:安東陽子

所在・会場: 日本科学未来館 1階 企画展示ゾーン

延床面積: 1502m2

設計期間: 2015.10-2016.02

施工期間: 2016.02

会期: 2016.3.2-2016.5.30

写真: 阿野太一


日本科学未来館の企画展「GAME ON ~ゲームってなんでおもしろい?~」の空間構成。



Principle use: EXHIBITION SITE

Production: Tsumura kogei

Credit: Organizers:Miraikan (The National Museum of Emerging Science and Innovation)/ FUJI TELEVISION NETWORK/ KADOKAWA ASCII Research Laboratories, Curated and produced:Barbican International Enterprises, Creative Advisor: Gagin Ito(BOCTOK), Production Director: Yoshikazu Inui(BOCTOK), Art Direction & Design:Natsuko Yoneyama, Exhibition Textile Design:Yoko Ando

Building site: Special Exhibition Zone 1F, Miraikan (The National Museum of Emerging Science and Innovation)

Total floor area: 1502m2

Design period: 2015.10-2016.02

Construction period: 2016.02

Duration: 2016.3.2-2016.5.30

Photo: Daici Ano


We conceived the installations for the "GAME ON: Why are video games so interesting?" special exhibition held at Miraikan, the National Museum of Emerging Science and Innovation.
This world-touring exhibition by the Barbican Centre, UK, featuring an overview of the evolution of video games, is presented in Japan for the first time. Moreover, it offers a fresh look into what makes video games so interesting, and invites us to think about the social and cultural meaning of computer games while indulging in some serious fun in a hands-on gaming area.

Deliverables included a space allowing for a free line of movement, where visitors can experience each step of the evolution of games by playing various game titles from the early days to the present, which are grouped into eight stages, starting from arcade gaming titles—including “Space Invaders”—to home video game consoles, as well as a peek into the future of gaming. The arched entrance gate opens into an expansive exhibition site where eight stages divided by six-meter-high curtains can be found on each side of a main path. The custom-made curtains feature four metallic colors laminated in aluminum which reflects the brilliant lights from the game screens, while the draping applied also highlights the shadows. The end of the path is inhabited by an imposing stepped symbolic object emitting a white light, against which visitors stand out as silhouettes. Furthermore, the oversized multi-layered curtains and the stepped object—reminiscent of a temple in an adventure game—offer an immersive experience designed to spark in visitors that sense of exhilaration brought on by clearing a stage in a game.

We sought to create an exhibition space characterized by a strong symbolism which serves as a background for a variety of exhibits filled with colors, such as that from game equipment monitors.