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Patrick Prax

Biographic Data

ID200852
NAMEPatrick Prax
GIVEN NAMESPatrick
FAMILY NAMEPrax
SIGNATUREPRAX P
AFFILIATIONSUppsala University
ORCID0000-0001-6597-1738
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS9
AUTHOR COUNT5
EDITOR COUNT0
FIRST PUBLICATION YEAR2012
LATEST PUBLICATION YEAR2021
H-INDEX2
  • Rethinking game heritage - towards reflexivity in game preservation

    Niklas Nylund, Patrick Prax et al.•ARTICLE•International Journal of Heritage…•2021•Cited by: 2•References: 29

    While games and the cultures that have sprung up around them are diverse and vastly different from each other, most exhibitions dealing with them are based on a limited understanding of games that relies on symbolic brands on one hand and on the centrality of playable experiences on the other. This bias is potentially replicated by heritage institution collections starting to define how games become cultural heritage. While games research has sho…

  • More like an Arcade' - The Limitations of Playable Games in Museum Exhibitions

    Open Access•Patrick Prax, Lina Eklund et al.•ARTICLE•Museum and Society•2019

    This study investigated the relationship between playable, interactive games on original hardware and the representation of game culture using the case of the exhibition Game On 2.0, often considered to be the largest exhibition of digital games in the West so far. Our results suggest that play as a way of engaging with games as museum objects has limitations which make it necessary to add other means of contextualization in order to afford criti…

  • Lost in Translation: Video Games Becoming Cultural Heritage

    Open Access•L Eklund, Björn Sjöblom et al.•ARTICLE•Cultural Sociology•2019•Cited by: 2•References: 16

    Recent attention to the question of preservation and exhibition of video games in cultural institutions such as museums indicates that this media form is moving from being seen as contentious consumer object to cultural heritage. This empirical study examines two recent museum exhibitions of digital games: GameOn 2.0 at the National Museum of Science and Technology in Stockholm (TM), and Women in Game Development at the Museum of Art and Digital …

  • A weak scientific basis for gaming disorder: Let us err on the side of caution

    Open Access•Antonius J van Rooij, Christopher J Ferguson et al.•ARTICLE•Journal of Behavioral Addictions•2018

    We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving fr…

  • Assemblage, adaptation and apps: Smartphones and mobile gaming

    Christian Christensen, Patrick Prax•ARTICLE•Continuum•2012•Cited by: 5•References: 3

    As scholars such as Goggin (2009a) have noted, the rapid uptake of ‘smartphones’ has reshaped the ways in which software developers, users, and academics consider the interrelationship between mobility, culture, technology hardware, and the Internet. In addition, this uptake has added a significant new layer of encrustations around what we might define as ‘standard’ uses of mobile technologies. Once limited to the playing of pre-loaded (offline) …

  • Assemblage, adaptation and apps: Smartphones and mobile gaming

    Christian Christensen, Patrick Prax•ARTICLE•Continuum•2012•Cited by: 5•References: 3

    As scholars such as Goggin (2009a) have noted, the rapid uptake of ‘smartphones’ has reshaped the ways in which software developers, users, and academics consider the interrelationship between mobility, culture, technology hardware, and the Internet. In addition, this uptake has added a significant new layer of encrustations around what we might define as ‘standard’ uses of mobile technologies. Once limited to the playing of pre-loaded (offline) …

  • Rethinking game heritage - towards reflexivity in game preservation

    Niklas Nylund, Patrick Prax et al.•ARTICLE•International Journal of Heritage…•2021•Cited by: 2•References: 29

    While games and the cultures that have sprung up around them are diverse and vastly different from each other, most exhibitions dealing with them are based on a limited understanding of games that relies on symbolic brands on one hand and on the centrality of playable experiences on the other. This bias is potentially replicated by heritage institution collections starting to define how games become cultural heritage. While games research has sho…

  • Lost in Translation: Video Games Becoming Cultural Heritage

    Open Access•L Eklund, Björn Sjöblom et al.•ARTICLE•Cultural Sociology•2019•Cited by: 2•References: 16

    Recent attention to the question of preservation and exhibition of video games in cultural institutions such as museums indicates that this media form is moving from being seen as contentious consumer object to cultural heritage. This empirical study examines two recent museum exhibitions of digital games: GameOn 2.0 at the National Museum of Science and Technology in Stockholm (TM), and Women in Game Development at the Museum of Art and Digital …

  • Assemblage, adaptation and apps: Smartphones and mobile gaming

    Christian Christensen, Patrick Prax•ARTICLE•Continuum•2012•Cited by: 5•References: 3

    As scholars such as Goggin (2009a) have noted, the rapid uptake of ‘smartphones’ has reshaped the ways in which software developers, users, and academics consider the interrelationship between mobility, culture, technology hardware, and the Internet. In addition, this uptake has added a significant new layer of encrustations around what we might define as ‘standard’ uses of mobile technologies. Once limited to the playing of pre-loaded (offline) …

  • A weak scientific basis for gaming disorder: Let us err on the side of caution

    Open Access•Antonius J van Rooij, Christopher J Ferguson et al.•ARTICLE•Journal of Behavioral Addictions•2018

    We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving fr…

  • More like an Arcade' - The Limitations of Playable Games in Museum Exhibitions

    Open Access•Patrick Prax, Lina Eklund et al.•ARTICLE•Museum and Society•2019

    This study investigated the relationship between playable, interactive games on original hardware and the representation of game culture using the case of the exhibition Game On 2.0, often considered to be the largest exhibition of digital games in the West so far. Our results suggest that play as a way of engaging with games as museum objects has limitations which make it necessary to add other means of contextualization in order to afford criti…

  • Lost in Translation: Video Games Becoming Cultural Heritage

    Open Access•L Eklund, Björn Sjöblom et al.•ARTICLE•Cultural Sociology•2019•Cited by: 2•References: 16

    Recent attention to the question of preservation and exhibition of video games in cultural institutions such as museums indicates that this media form is moving from being seen as contentious consumer object to cultural heritage. This empirical study examines two recent museum exhibitions of digital games: GameOn 2.0 at the National Museum of Science and Technology in Stockholm (TM), and Women in Game Development at the Museum of Art and Digital …

  • Rethinking game heritage - towards reflexivity in game preservation

    Niklas Nylund, Patrick Prax et al.•ARTICLE•International Journal of Heritage…•2021•Cited by: 2•References: 29

    While games and the cultures that have sprung up around them are diverse and vastly different from each other, most exhibitions dealing with them are based on a limited understanding of games that relies on symbolic brands on one hand and on the centrality of playable experiences on the other. This bias is potentially replicated by heritage institution collections starting to define how games become cultural heritage. While games research has sho…

Computer Science (4 works) · Digital Games and Media (4 works) · Multimedia (4 works) · Art (3 works) · Exhibition (3 works) · History (3 works) · Political science (3 works) · Visual arts (3 works) · Aesthetics (2 works) · Cinema and Media Studies (2 works)

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