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“well for starters this isnt the mona lisa” : Virtuella reproduktioner av verkliga konstverk på museet i Animal Crossing: New Horizons

Wollmér-Persson, Henric LU (2023) ABMM74 20231
Division of ALM and Digital Cultures
Abstract
In this thesis I conduct a study on the real-world artworks exhibited in the museum in the Nintendo Switch game Animal Crossing: New Horizons. The in-game museum features an art exhibition consisting of virtual recreations of 43 different artworks from the 19th century all the way back to ancient times. The purpose of this thesis is to investigate how the museum as a phenomenon is portrayed in the game, as well as how the experience of seeing an artwork in the virtual world differs from seeing it in the real world. To investigate this, I carry out an autoethnographic exhibition analysis as well as four “walk-alongs” with informants I invited to visit the museum on my island in the game.

Using terms from Torsten Hägerstrands model of... (More)
In this thesis I conduct a study on the real-world artworks exhibited in the museum in the Nintendo Switch game Animal Crossing: New Horizons. The in-game museum features an art exhibition consisting of virtual recreations of 43 different artworks from the 19th century all the way back to ancient times. The purpose of this thesis is to investigate how the museum as a phenomenon is portrayed in the game, as well as how the experience of seeing an artwork in the virtual world differs from seeing it in the real world. To investigate this, I carry out an autoethnographic exhibition analysis as well as four “walk-alongs” with informants I invited to visit the museum on my island in the game.

Using terms from Torsten Hägerstrands model of time geography I divide the exhibition into different “stations” in order to examine how the artworks are placed in relation to one another. The exhibition and my informants’ museum visits are then analysed with the help of Antonio M. Battro’s extension of André Malraux’s theory of the imaginary museum, Regina Bendix’ definition of authenticity, and Walter Benjamin’s theory on the mechanical reproduction’s effect on authenticity. Furthermore, I make use of Pierre Bourdieu’s terms cultural capital and habitus to highlight how the informants’ individual differences and prior relations to museums affect their experiences.

Through my analysis, I find that while the game gives a familiar, traditional portrayal of the museum as a space, it fails to replicate the artworks’ authenticity, and seeing the artworks in this environment is to some extent comparable to looking up images of them on the Internet. At the same time, however, this museum is an example of the evolution of the imaginary museum and how today’s technology allows globally acclaimed artworks and objects of culturally historical significance to be displayed in a new way for more to see. (Less)
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author
Wollmér-Persson, Henric LU
supervisor
organization
alternative title
“well for starters this isnt the mona lisa” : Virtual Reproductions of Real-World Artworks in the Virtual Museum of Animal Crossing: New Horizons
course
ABMM74 20231
year
type
H2 - Master's Degree (Two Years)
subject
keywords
museums, virtual museums, virtual exhibitions, Animal Crossing, Animal Crossing: New Horizons, museums in video games, art in video games, go-along, virtual ethnography, authenticity, authenticity in artworks, cultural capital, the imaginary museum
language
Swedish
id
9117202
date added to LUP
2023-06-20 13:27:20
date last changed
2023-06-20 13:27:20
@misc{9117202,
  abstract     = {{In this thesis I conduct a study on the real-world artworks exhibited in the museum in the Nintendo Switch game Animal Crossing: New Horizons. The in-game museum features an art exhibition consisting of virtual recreations of 43 different artworks from the 19th century all the way back to ancient times. The purpose of this thesis is to investigate how the museum as a phenomenon is portrayed in the game, as well as how the experience of seeing an artwork in the virtual world differs from seeing it in the real world. To investigate this, I carry out an autoethnographic exhibition analysis as well as four “walk-alongs” with informants I invited to visit the museum on my island in the game.

Using terms from Torsten Hägerstrands model of time geography I divide the exhibition into different “stations” in order to examine how the artworks are placed in relation to one another. The exhibition and my informants’ museum visits are then analysed with the help of Antonio M. Battro’s extension of André Malraux’s theory of the imaginary museum, Regina Bendix’ definition of authenticity, and Walter Benjamin’s theory on the mechanical reproduction’s effect on authenticity. Furthermore, I make use of Pierre Bourdieu’s terms cultural capital and habitus to highlight how the informants’ individual differences and prior relations to museums affect their experiences.

Through my analysis, I find that while the game gives a familiar, traditional portrayal of the museum as a space, it fails to replicate the artworks’ authenticity, and seeing the artworks in this environment is to some extent comparable to looking up images of them on the Internet. At the same time, however, this museum is an example of the evolution of the imaginary museum and how today’s technology allows globally acclaimed artworks and objects of culturally historical significance to be displayed in a new way for more to see.}},
  author       = {{Wollmér-Persson, Henric}},
  language     = {{swe}},
  note         = {{Student Paper}},
  title        = {{“well for starters this isnt the mona lisa” : Virtuella reproduktioner av verkliga konstverk på museet i Animal Crossing: New Horizons}},
  year         = {{2023}},
}