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In the context of critical museology, museums are questioning their social role, defining the museum as a site for knowledge exchange and participation in creating links between past and present. Museum education has evolved as a practice in its own right, questioning, expanding and transforming exhibitions and institutions. How does museum work change if we conceive of curating and education as an integrated practice? This question is addressed by international contributors from different types of museums. For anyone interested in the future of museums, it offers insights into the diversity of positions and experiences of translating the »grand designs« of museology into practice.
Situated at the crossroads of performance practice, museology, and cultural studies, live arts curation has grown in recent years to become a vibrant interdisciplinary project and a genuine global phenomenon. Curating Live Arts brings together bold and innovative essays from an international group of theorist-practitioners to pose vital questions, propose future visions, and survey the landscape of this rapidly evolving discipline. Reflecting the field’s characteristic eclecticism, the writings assembled here offer practical and insightful investigations into the curation of theatre, dance, sound art, music, and other performance forms—not only in museums, but in community, site-specific, and time-based contexts, placing it at the forefront of contemporary dialogue and discourse.
Digital and analog games have long served modern public libraries as educational tools and as drawcards for new patrons – from dedicated gaming zones and children’s spaces to Minecraft gaming days, makerspaces, and virtual reality collections. Much has been written about the role of games and play in libraries’ programming and collections. But their wider role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They look at how games and play are increasingly spilling out of designated zones within libraries and beyond their ...
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