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MedieKultur 2011, 50, 185-192
MedieKultur | Journal of media and communication research | ISSN 1901-9726
Book Review
Published by SMID | Society of Media researchers In Denmark |
The online version of this text can be found open access at
Robert R. Janes:
Museums in a Troubled World. Renewal, Irrelevance or Collapse?
London & New York: Routledge. 2009.
Beryl Graham & Sarah Cook:
Rethinking Curating. Art after New Media.
Cambridge, MA: The MIT Press. 2010.
Fiona Cameron & Sarah Kenderdine (eds.):
Theorizing Digital Cultural Heritage. A Critical Discourse.
Cambridge, MA: The MIT Press. 2007/2010.
Ross Parry (ed.):
Museums in a Digital Age.
London & New York: Routledge. 2010.
Loïs Tallon & Kevin Walker (eds.):
Digital Technologies and The Museum Experience.
Handheld Guides and Other Media.
New York: AltaMira Press. 2008.
Nina Simon:
The Participatory Museum.
Santa Cruz, CA: Museum 2.0. 2010.
Kjetil Sandvik
MedieKultur 50
Book Review: Museums in a Troubled World
Kjetil Sandvik
This review will present six books in which various researchers address the challenges that
digital media/technology, as well as the paradigms of globalisation and experience econ-
omy in which the digital media are embedded, present to museums as agenda makers and
curators of cultural heritage. Digital media with their focus on user participation and co-
creation constitute a challenge not only to museums communicating art, history and other
types of cultural heritage, but to all types of institutions, organisations and businesses. And
especially with the emergence and vast (and fast) spread of so-called social or participa-
tory media and Web 2.0 technologies, this challenge increasingly invites us to rethink com-
munication all together. The open-endedness of these media and media technologies, the
radical possibilities for dialogic processes, collaboration and co-creation when it comes to
both user-generated media content and user-centred or user-driven design and innovation
vouch for (re)thinking communication as a dynamic process, which – instead of a processes
transporting information/media content from a provider/producer to a consumer/user – is
regarded as something that is continuously developing and constantly changing as a result
of a communication format characterised by collaboration, participation and co-creation.
The books reviewed here address in various ways these new challenges presented to
museums concerning administering and communicating cultural heritage. In the same way
as Web 2.0 applications are developed in dialogue with their users, allowing the user to play
a role as a produser, as a collaborative, participating and co-creating party, the communica-
tion designs used for curating exhibitions using digital technology (and relating to experi-
ence economy as a paradigm) need to be open-ended and open to change, to dialogue
and interplay between the exhibition and its users. This presents a variety of challenges to
the museum in that consumers become users and then even participants and co-creators,
information becomes communication and communication again becomes dialogue, and
finally: the museums are challenged to shift from static standards to open and dynamic
solutions in order to maintain or reclaim their status as agenda setting and culturally signifi-
cant institutions.
Museums in a Troubled World. Renewal, Irrelevance or Collapse? may be read as a lengthy
and well-argued political manifesto for museums in a world facing severe challenges. The
fundamental question posed in this book is to determine which social institutions exist to
address the challenges the world is facing, recognising – as the author puts it – the growing
ineffectiveness of government bureaucracies and the wreckage left by the corporate profit
agenda. Robert R. Janes, museum consultant and Editor-in-Chief of Museum Management
and Curatorship, identifies museums as one of the few social institutions with vast poten-
tial for proactive and effective community engagement, for the presentation of diversity
and alternatives and the nurturing of reflection. Analysis of primarily museums in the US
and Canada demonstrates, however, that this is not a role that many museums play even
though the introduction of new architectural structures as well as new technology suppos-
edly should improve the museums’ ways of communicating to and engaging with their audi-
MedieKultur 50
ences. Using an interdisciplinary approach combining anthropology, ethnography, museum
studies and management theory as well as an insider’s perspective, the book performs a
constructive examination of what is wrong with contemporary museums and explains, for
example, how museums tend to make use of existing mental maps restraining them from
rethinking and representing the past, present and future in new ways. Furthermore, an over-
all tendency to focus on consumption and entertainment and amarketplacificationof the
museum imply that museums, instead of being critical, are embracing the very values and
logics of relentless consumption that underlies the very planetary difficulties of today. Janes
argues that museums need to adapt to the circumstances (as they have been able to do
throughout the centuries) and develop into a new breed of museums grounded in a con-
sciousness of the world around them and play the role of being institutions for challenging
the global discussions on, e.g., climate change and environmental degradation and asking
– and engaging audiences in asking – troubling questions regarding the state of affairs and
the desired development in the years to come. Museums should be about empowerment,
trying to enable people to participate in making decisions in our so-called democracy, and
its political polemic aside, the book provides advice in both pragmatic and constructive
ways on how this may be done and as such the book is an important contribution to ways
to challenge and go beyond conventional museum thinking, which also is a core issue in the
other books which will be reviewed here.
Rethinking Curating. Art after New Media explores the characteristics distinctive to new
media art (that is, art which in broad terms makes use of digital technologies), including
its immateriality and its questioning of time and space, and relates them to contemporary
art forms such as video art, conceptual art, socially engaged art and performance art. Even
though the use of the term “new media, understood as digital media, may appear some-
what out-dated in a book published in 2010 (the new media of today are not digital media
as such, but rather are specific types of media: mobile, pervasive, ubiquitous, social and
participatory), the questions put forward regarding the ontology of new media art and
its challenges to curating exhibitions are still highly relevant. The book presents extensive
discussions on this topic, based on the authors’ own experiences as curators and on a huge
amount of theory (the book contains a thirty page list of references!), and we are presented
with numerous examples of artworks and exhibitions which illustrate how new media art
redefine the roles of curators and audiences. The book is divided into two parts, both deal-
ing with digital medias influence on art. The first part examines the work of art “after new
media”, from both a historical and theoretical perspective, discussing the hype of the new
and the evolution of new media art as well as specific characteristics of new media artworks
concerning time, space and materiality and the question of interactivity and audience par-
ticipation. To some degree this part of the book does not provide us with that much new
insight: even though the book’s main question regarding the methods for curating in the
light of new media art is asked in every chapter, the discussions and analyses here have been
Book Review: Museums in a Troubled World
Kjetil Sandvik
MedieKultur 50
previously presented to us by authors such as Christian Paul. The second part, however,
dealing with contexts, practices and processes for rethinking curating, successfully presents
and discusses new models for curating and modes of curatorial practice – from working
in a museum to creating platforms for engagements to curating a festival or running a lab
to adopting modes from the practice of artists – which match the structure of new media
art. This part focuses on how the characteristics of new media art force the curator to cross
boundaries between roles and between departments within an institution or even beyond
the institutional frames when it comes to networked artworks and how curating even may
imply the death of the curator” as exhibitions are allowing audience participation as well as
co-creation and thus putting the audience in the curator’s place.
Theorizing Digital Cultural Heritage. A Critical Discourse and Museums in a Digital Age both
present a most useful collection of articles when it comes to discussing, analysing and/or
professionally handling the challenges digital media present museums and the communi-
cation of cultural heritage. The former contains contributions written especially for this
anthology, while the latter consists of a broad selection of articles which already have been
published on the subject, but for the first time collected into one useful reader. In Museums
in a Digital Age we find groundbreaking articles such as Lev Manovich’ “Database as Sym-
bolic Form”, Erkki Huhtamo’s “On the Origins of the Virtual Museum, and Manuel Castells
“Museums in the Information Era: Cultural Connectors of Time and Space”. All in all there
are 43 articles divided into 7 parts addressing important issues such as: information as a
combination of data, structure and meaning and physical space in relation to computer
mediated (virtual) spaces, presenting the concept of museums without walls from Malraux’
imaginary museum to the virtual museum. Access to and use of museums is discussed in
terms of ability, usability and connectivity, as well as in terms of communication, interactiv-
ity and learning. We also find useful articles on authenticity, authority and trust, such as
Clifford Lynchs “Authenticity and Integrity in the Digital Environment”, which analyses how
digitisation of museums and the museum object challenges our conception of documents
and artefacts and their legal, social, cultural, and historical contexts and roles. As such, for
the scholar working with and teaching communication of cultural heritage in the age of
digital technology, this reader is a must.
Theorizing Digital Cultural Heritage contains articles by a variety of experts, which offers a
critical and theoretical appraisal of the use of digital media by cultural heritage institution,
thus rectifying the lack of critical theory applied to studies examining the challenges of
using digital media in the research, preservation, management, interpretation, and repre-
sentation of cultural heritage. Important issues such as ontological transformations when
historical objects are digitised are addressed in the first part of the book. “Replicants/Object
Morphologies”, while the second part. “Knowledge Systems and Management: Shifting
Paradigms and Models” addresses the problems and potential embedded in digital com-
Book Review: Museums in a Troubled World
Kjetil Sandvik
MedieKultur 50
munication systems providing heavy information access and possibilities for user influence
and new localised, personalised and constructivist learning styles. Finally, the third part of
the book, “Cultural Heritage and Virtual Systems, takes a closer look at the intersection
of cultural heritage research, documentation and interpretation, as it is mediated through
the techniques and modalities of virtual reality, thus addressing the implication of museum
exhibitions being remediated as computer generated texts, graphics, objects and spatial
structures for the user to be immersed in.
Digital Technologies and the Museum Experience focuses on the potential of mobile media
for designing museum exhibitions. It explores in a most enlightening way how mobile
devices and digital technology as such may be used to enhance and transform the visitor’s
experience of the museum, and examines the ways in which these technologies may extend
the museum’s ability to invest the world with meaning beyond the museum’s own walls,
by inviting visitors to contribute to the museum’s meaning-producing activity. This is being
done not just by looking at the state-of-the art of present day use of media and commu-
nication technologies in museums, but also by adding an important historical context to
the analysis. The use of media as a means for richening the museum experience, for provid-
ing the museum visitor with augmentary information in, e.g., the shape of catalogues, has
been known since the dawn of museums, but what digital media contributes is a means
for creating personalised museum experiences by introducing handheld guides and other
types of mobile media technology such as mobile phones, digital cameras, MP3-players
and PDAs used for interaction and learning. As pointed out in the opening chapter of the
book, the first handheld museum guide, the Stedelijk Museum’s Short-Wave Ambulatory
Lectures (1952), was designed with a vision of the (at that time) new media’s potential for
facilitating an experience individually controllable by each visitor, which was content rich,
was personal to them, was available at any time, and which suited learning styles not served
by catalogues, text panels, or labels. This type of customisable, available-at-any-time and –
with the introduction of mobile network technology – also available-at-any-place mediated
museum experience results in a museum visit that no longer begins when a person enters
the building, nor need end when she or he leaves. The museum’s physical space is but one
site – albeit a privileged one – in the continuum of the visitor’s imaginative – and we may
add, mediated and augmented – universe. The use of information technologies in museum
exhibits is by no means of recent date or even necessarily tied to digital technology. Nor is
the idea of the augmentation of museum experiences through digital technology some-
thing that has surfaced with the introduction of mobile devices, such as, tablet computers
and mobile phones. At for example MIT and its Media Laboratory, researchers have been
experimenting with and theorising augmented reality and interactive spaces in the context
of, e.g., museum exhibits since the early 1990s. But – as the book underlines – in the last 10
years the amount of projects and systems being developed and research being conducted
within the field of museum communication have increased considerably; projects which
Book Review: Museums in a Troubled World
Kjetil Sandvik
MedieKultur 50
have focused on augmentation strategies. An example is the History Unwired project, devel-
oped by MIT in collaboration with University of Venice and presentingthe tails of historic
Venice in the shape of a walking tour through one of Venice’s more hidden neighbourhoods
and making use of location-aware multimedia phones and PDAs. This and other projects
have over the past 10 years explored the potential and challenges of digital and especially
mobile media in museums and how the new media technology both enhance, enrich and
expand the museum experience in ways which may be said to realise the concept of muse-
ums without walls put forward by André Malraux in 1967.
While the other books reviewed here address digital media and museums from a more
theoretical and/or general point of view, The Participatory Museum, by museum consul-
tant and exhibit designer Nina Simon, presents a practical guide to working with commu-
nity members and visitors to make cultural institutions, such as museums, more dynamic,
relevant, and essential places. By weaving together innovative design techniques and case
studies, the book stands out as an important useful text, especially regarding participatory
practice. Through 11 lengthy chapters, the book discusses important principles of museum
communication designs, which in various ways focus on audience participation and how
this implies that the audience is placed at the centre of the communication design and its
members are treated as individuals. The book criticises how many museums tend to make
exhibition designs which are only partly focusing on important principles of participation,
such as dialogue and creative expression, shared learning and co-creative work. Often the
design – although making use of, e.g., mobile phones as a creative multimedia tool – settles
on a “traditional museum way of communicating” in which the institution provides content
for visitors to consume. With her emphasis on museum visitors as contributors, collabo-
rators and co-creators, Nina Simon takes a starting point in the so-called second genera-
tion experience economy. Whereas the focus in the first generation of experience economy
(Pine and Gilmore) is on the design of experiences, the second generation experience econ-
omy, suggested by, e.g., Boswijk et al.,1 focuses on the creative dialogue between supplier
and customer instead of the supplier deciding what the customer wants. It builds upon
communication as a sharing of knowledge and the idea that value creation no longer takes
place within the company but is created in the individual. The development of meaningful-
experience concepts cannot take place without the direct participation of the (potential)
customer. Nina Simon is obviously influenced by this way of thinking, i.e., the relationship
between provider/producer and consumer/user in her descriptions and analyses of how
communication in museums should be designed. Designing museum exhibitions in the age
of digital media is not just about providing mediated content to be searched and interacted
with as layers of information augmenting the traditional museum artefact or object-ori-
ented exhibitions: the exhibitions should be creative and game-like spaces for sharing and
producing knowledge, for examining and discussing topics like what is history, what is cul-
tural heritage, in playful ways which are adjusted and developed according to the wants and
Book Review: Museums in a Troubled World
Kjetil Sandvik
MedieKultur 50
needs of the visitors as participants, collaborators and co-creators. The point put forward in
The Participatory Museum is that there are lots of creative, community-minded people who
are ready to visit, contribute to, and participate with cultural institutions which support
their interests. While many of them explore their passions in online communities, there
is a large potential for them to come together in physical spaces organised around stories
and objects that matter to them. These physical spaces, the book claims, may be historical
societies or science cafés, art centres or libraries: they may be museums of all sizes and types.
An important aspect which all six books are addressing is the learning potential available
in the new modes of communication for museums enabled by mobile media technology,
characterised by a radicalised focus on the role of the participant. The educational model
which is at work here is not that of one-way-communication and an instructional approach
to learning implying that the museum possesses knowledge and the visitor receives it, which
is based on the empiric assumption that behaviour is predictable, and that educational
design, therefore, can occur in isolation from educational execution. The point is that a lot
of learning does not come from knowledge resources at all, but stems from the activities
of learners solving problems (e.g., museum visitors playing on-site role-playing games about
historical events), interacting with real devices (like digital cameras, augmented reality
browsers and maps embedded in their mobile phones), interacting in their work and social
situations, and so on. The activities of the learners in the learning environment are account-
able for the learning, and thus learning is understood as something which is happening in
the learning individual as a result of an active reworking of content, which in itself does not
include learning, but which is related to the knowledge which has already been built up
in a manner so that the most basic learning activity is a dialogue between the learner and
the content. This understanding of learning is based on a participation- and experience-
based model in which knowledge is not just a question about sending and receiving, but
about collaboration and co-creation and collective learning-processes. In these processes
the interactive media technology used in the museum exhibition design become creative
tools in a learning constructing and knowledge producing way.
As these six books presented here indicate, communicating cultural heritage in the age
of digital technology cannot just be a matter of transferring knowledge, but should facili-
tate ways in which the visitor can get involved in a participatory, knowledge-producing
dialogue with the museum and the material being communicated. The visitor is granted
a genuine agency when it comes to participation, collaboration and co-creation; the user
becomes a player engaging in activities which may address the way in which knowledge is
produced, analysed and valorised.
Book Review: Museums in a Troubled World
Kjetil Sandvik
MedieKultur 50
1. Boswijk, A. et al. (2005). A New Perspective on the Experience Economy: Meaningful Experiences,
Amsterdam: Pearson Education.
Kjetil Sandvik
Associate Professor
Department of Media, Cognition and Communication
University of Copenhagen, Denmark
Book Review: Museums in a Troubled World
Kjetil Sandvik
... Visiting a museum or gallery has an important duality as a cultural activity, as well as a leisure activity, often shared with others, friends, and family members. Meanwhile, Sandvik (2011) argued it is a process of sharing of memories and stories which transforming the object [or artwork] into socially networked experiences. Talking about the artwork especially during the exhibition is a form of education and reflection to the visitors' re-examination of their outlooks on life. ...
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Purpose: This paper discusses the impact of COVID-19 on the Visual Arts industry in Malaysia. In general, this pandemic has affected various forms of artistic activities and the income of visual arts artists and galleries. The cancellation of art projects and exhibitions has greatly affected the artist's source of income as well as disrupted the sale of works and forms of art appreciation. The crisis has also opened up a new form to the visual arts industry by looking at alternative approaches to the continuity of the arts field by switching to virtual or online methods. This emerging crisis of COVID-19 might be the starting point for all art practitioners including artists, art critics, galleries/museums, collectors, and curators in using the online space to continue to capitalize on and expand the Visual Arts industry. Design/methodology/approach: Review approach. Findings: The COVID-19 pandemic has made a huge impact on the country's Visual Arts industry where a wide range of art activities cannot be implemented and opened up opportunities for online activities Practical implications: Exhibition and sale of works through online approach has become one of the main methods that support the Visual Arts industry with the application of a combination of the latest technologies such as VR and AI that enable the representation of real experiences in the context of art appreciation. Originality/value: This paper is original. Paper type: This paper can be categorized as a viewpoint
Museums have employed video games in their exhibitions to foster visitors’ participation and improve their learning process through a positive experience. In this work, we present Aventura Marina, a serious video game inspired by escape room game mechanics, composed of an app and an authoring tool, which aims to promote visitors’ engagement with the new exhibition Sea Hall of the Caracol Museo de Ciencias, a Mexican museum in the northwest of Mexico. To design Aventura Marina, we followed a user-centered design approach, based on the design thinking methodology. We evaluated the high-fidelity prototype of the game and the low-fidelity prototype of the authoring tool with museum staff and potential visitors. Our results indicate that Aventura Marina has the potential to promote visitors’ engagement with the Sea Hall exhibition as participants indicated having a positive experience, recognized that they were more interested in and less bored by the topics of the exhibition and that they were eager to play the game again. In relation to the authoring tool, museum staff mentioned how this project could be implemented in other halls of the museum. Finally, we discuss the improvements for a future iteration of the prototypes and how this kind of technology can complement the content of museum exhibitions.