Mondo Museum: A Sim that encourages decolonization and experiential learning

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Screenshot from Mondo Museum. Courtesy of Viewport Games and Kitfox Games.

Imagination is one of our greatest and most humanizing characteristics, and playing games is beneficial for shaping our imaginative instincts. When I was growing up, I witnessed the evolution of video games from 8-bit side-scrolling forms of gameplay to expansive environments where players could explore the gaming environment at their own pace. This transformation also changed the narrative structure of games from typically binary themes (i.e. go through levels and beat the bad guys) to more player-centered experiences. Coming from a background where free-play and imagination were valued and rewarded, I enthusiastically gravitated towards the latter type of video games. Computer games like SimCity, Dino Park Tycoon, Sim Hospital and The Sims, are some of my all-time favorites, because they gave me agency to make creative, logical or absurd choices. There was flexibility in the gameplay that made me feel like I was truly responsible for the frame to frame progression of the game. Every action had a reaction and there were so many different ways a scenario could play out. I had my share of triumphs and disasters in each game.

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Screenshot from Mondo Museum. Courtesy of Viewport Games and Kitfox Games.

I haven’t played a video game in several years, but when I heard about the upcoming release of Mondo Museum (sometime in 2020), a museum themed management sim, I became very excited. This game combines both my adolescent and current interests and passions. A museum simulator is a curator and video game aficionado’s dream come true. There are several benefits to playing management sim video games, and they relate to many of the studio habits of mind that we learn via the arts. In order to be successful in the game, players need to brace themselves for ambiguity, be flexible in their actions and reactions to change, establish cross-disciplinary connections and make assessments as to what went well and how their process of play can be improved.  The game enables us to realize how consciously arranging cultural objects, which span time and place, provides historical and contemporary context. By researching objects from the collection (or on loan from another simulated institution) and curating them into gallery spaces, the player creates compelling narratives and gives their viewers ample opportunities to make cross-cultural and multi-disciplinary discoveries.

Mondo Museum’s gameplay is also intended to build empathy (another artistic habit of mind) because you see what others are going through as they move throughout your museum. The viewer experience inspires and influences the player to make equitable decisions that enhance their engagement with the museum. Furthermore, you advance in the game by curating exhibitions that make relevant connections between the museum objects and their aesthetic, cultural and historical context. For example, a player can gain ‘combo’ points by creating a thematic exhibition that displays works of art that address the topic from multiple cultural perspectives. Organizing shows thematically and showing the heterogeneity of sociocultural concepts, is one way that real-life museums are shifting the gaze from the Western Canon to a global and intersectional representation of culture.

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Screenshot from Mondo Museum. Courtesy of Viewport Games and Kitfox Games.

Mondo Museum supports the proper contextualization of culture through ethical cross-cultural partnerships with other museums. The provenance of works of art and artifacts are represented by the region and culture they were created in. You build your exhibitions by participating in a discourse with curators and directors from museums around the world, in order to gain knowledge about the intent and function the object had/has for the people who made it.

While the game is still in development, the idea of having the gameplay reflect contemporary issues around equitable access to museums and decolonization, is something that drives the game’s designer, Michel McBride-Charpentier. He intends for the game to address and raise awareness around a major issue affecting museums and cultural institutions throughout the world: the colonialist practices of collections acquisitions. In other words, major museums have established collections of cultural objects through unethical means like looting and nefariously brokered deals. McBride-Charpentier states, “the way that [museums] have built their collections in the West is mostly based on colonial looting…Instead of representing that, this game is showing a more utopian version of what museums should be like” (Jackson, 2019).

While Mondo Museum will present a stylized version of a museum, the ethical principles behind decolonization are very realistic goals that would behoove museums around the world to make right. Elisa Shoenberger writes, “the decolonizing project will have starts and stops as each museum, cultural worker and audiences have difficult conversations and reflections about the meaning of museums and who the institutions are intended to serve” (Shoenberger, 2019). One obvious way of decolonizing a museum, is to return the objects of historical importance to the contemporary cultures where they hold significance. There are so many examples of objects in museums that were acquired during colonial and imperial eras and have since been requested by the people in the region they originated from. Returning the objects to their cultures of origin (known as repatriation) would ensure that current and future generations have access to primary resources regarding their cultural heritage.

Another objective is to create a dialogue through partnerships with cultural organizations and individuals from nations that have their objects in foreign museums. In a recent post (see: Exhibiting Empathy), I describe how the Seattle Museum of Art is collaborating with African artists whose experience and background provide relevant insight about the works in the museum’s African art collection.  By having advisors who are a part of the society where the art is from, the museum ensures that the narrative is both properly presented and connected to the contemporary life of its originating place. Too often, works from African nations are presented in Western museums as ethnographic mementos, which ignores the fact that there is a continuity of the specific culture (the same can be said about art by North American, South American and Australian indigenous peoples).

Penn Museum in Philadelphia, has a renowned collection of art and artifacts from the Middle East dating back to 4,500 years ago. Although the museum states that 95 percent of their Middle Eastern collection “was excavated by Penn archaeologists” in partnership with local governments, it still raises issues about ethical acquisitions. Art critic Olivia Jia questions the idea of an ethical excavation, “given the fact that many of these excavations occurred against a backdrop of strife-ridden fallout from British colonial rule, and were co-sponsored by the British Museum” (Jia, 2019). Furthermore, the museum has presented their Middle Eastern objects through the lens of the archeologists, which gives Western narratives precedence over the stories that are intrinsic to the region where the artifacts and art objects were collected. To shift the narrative towards a more local and decolonized perspective, the museum established an innovative program called Global Guides, where they hire refugees from the Middle East as docents who lead visitors through thematic tours of the permanent collection. The docents provide unique insights and personal connections to the work. Analyzing exit surveys for the Global Guides program, Jia was amazed to discover that many participants never had an actual interpersonal connection with an individual from the Middle East until then. The presence of docents like Moumena Saradar, a Syrian refugee and only one of two Muslim staff members at the museum, has an empathetic impact on both visitors and museum staff (Jia, 2019).

Mondo Museum is only a simulated game, however its mission to reject colonial narratives reflects a very real issue that is at the forefront of artistic and institutional practices. Furthermore, Mondo Museum’s experience and equity driven platform is similar to the operational missions at brick and mortar institutions, where the viewer’s experience and participation are given elevated attention. Many museums no longer serve as ‘banking models’ (see: Freire, 2008) where visitors are presented with didactic displays of objects and text. Instead, they are being transformed into environments that enable viewers to curate their own experiences in dialogue with the museum’s collection and architectural space (Zucker, 2019).

Museum scholar and critic Seph Rodney explains that today’s museums are incorporating distinct factors that are in-line with visitor’s needs, such as “social interaction, spiritual sustenance, emotional connection, intellectual challenge, or consumerist indulgence” (Rodney, 2016). From the preview and demo of Mondo Museum, it appears that all of these elements will be integral to the management sim’s gameplay. These undertakings provide experiences that support experiential learning, collaboration, socialization and the democratization of cultural spaces. Museums that acknowledge their visitors’ unique personalities and treat them as participants, are likely to retain them. In Mondo Museum, that retainership leads to winning the game. It is McBride-Charpentier’s hope that players of the game will become more engaged and active participants at their local museums. He says “I would love it if people play this and then were inspired to go out to the real museums that might be nearby” (Jackson, 2019).


References, Notes, Suggested Reading:

Freire, Paulo. “The “Banking” Concept of Education.” Ways of Reading. 8th ed. Bartholomae, David and Anthony Petrosky. Boston: Bedford- St. Martin’s, 2008. 242-254. Print.

Jackson, Gita. “Upcoming Museum Sim Lets Players Combine Artifacts to Tell Cool Stories.” Kotaku, 11 Oct. 2019. https://kotaku.com/upcoming-museum-sim-lets-players-combine-artifacts-to-t-1838977490

Jia, Olivia. “Refugees Connect Their Personal Stories with a Museum’s Ancient Artifacts.” Hyperallergic, 19 Feb. 2019. https://hyperallergic.com/484835/global-guides-program-penn-museum/

Rodney, Seph. 2019. The Personalization of the Museum Visit, Abingdon: Routledge.

Rodney, Seph. “The Evolution of the Museum Visit, from Privilege to Personalized Experience.” Hyperallergic, 22 Jan. 2016. https://hyperallergic.com/267096/the-evolution-of-the-museum-visit-from-privilege-to-personalized-experience/

Shoenberger, Elisa. “What does it mean to decolonize a museum?” MuseumNext, 7 Feb. 2019. https://www.museumnext.com/article/what-does-it-mean-to-decolonize-a-museum/

Zucker, Adam. “Summer Reading.” Artfully Learning, 10 June 2019. https://theartsandeducation.wordpress.com/2019/06/10/summer-reading-list-2/

 

Summer Reading List

Congratulations teachers, you are at the finish line for the year! While it is time to trade the classroom for wherever your heart desires, the truth is that art and education never take vacations. Therefore, while you are just relaxing or traveling from adventure to adventure, the following very concise selection of books will keep you feeling inspired to vacation artfully.

I don’t know about you, but museums are an essential part of any travel itinerary I make. This post features two influential books that address engaging experiences at art museums. Museums have evolved into so much more than a repository for fine objects. They have focused on fostering participatory-based relationships with their diverse visitors. The two books that I am recommending below are important resources for understanding contemporary museum models and ensuring that you are making the most out of the museum experience.

Exploring museums in this manner is a vital a learning tool, and should be part of any art (or science, history etc.) curriculum. Museum exploration is a key tenet for social, emotional and cognitive learning, because it enables viewers to perceive and respond to things in a unique way. The museum experience acknowledges that viewers will fulfill their own desired paths while interacting with the physical space, the collection and one another. Museums are great examples of spaces where differentiation of learning styles and dialogical methods (see: Shor & Freire, 1987) for creating knowledge are implemented.

I previously wrote about some pedagogical functions museums have within society in the post The Classroom in the White Box


Screen Shot 2019-06-06 at 12.59.34 PMThe Museum Experience by John H. Falk and Lynn D. Dierking (Whalesback Books 1992), is an experiential research-based book about why people go to museums. In a very clear and concise manner, the authors explain what visitors often expect prior to visiting a museum; what they do when they get there; and what they take away from the experience. The quantitative and qualitative data collected for this book is explicitly explained in a manner that is helpful for anyone who is interested in museology, sociology, curatorial practice and museum education.

Essentially, The Museum Experience is contextualized from the perspective of the viewer. Therefore, it should be especially helpful for museum administrators, curators and educators who are looking to increase engagement and recurring visits.

For example, the book discusses the different ways that visitors move throughout the museum and how they behave while creating their pathways throughout the building. The interactive experience is described in three overlapping categories: Personal Context, Social Context and Physical Context.

There is a strong pedagogical focus around making the museum experience central to individuals and groups. This vision is bolstered by the philosophy that viewers are meaningful co-constructors of knowledge and experiences within cultural institutions. This philosophy and methodology is applicable to all areas of the museum or institution from accessibility (i.e. museum layout and exhibition design) to special programming that focuses on equity and equality. Museums must be places where everyone in the community is welcome and have the agency to engage with the overarching museum environment. Taking astute account of visitor-centered experiences in conjunction with the demography of visitors is necessary for museum staff to create welcoming participatory spaces that enable visitors to feel comfortable and inspired.

The next book recommendation below takes a very precise and critical look into the individualization of museums and cultural institutions.


Screen Shot 2019-06-07 at 1.26.35 PMThe Personalization of the Museum Visit, by Seph Rodney, Routledge (2019)

Seph Rodney specializes in museology and the ways that we engage with our cultural institutions. His first book, titled The Personalization of the Museum Visit scrutinizes the history of Western museums in order to explore the current framework many institutions have put in place to develop a viewer-centered participatory environment.

Rodney’s research reveals that contemporary museums no longer serve as ‘banking models’ (see: Freire, 2008) where visitors are presented with didactic displays of objects and text, but rather environments that enable viewers to curate their own experiences in dialogue with the museum’s collection and architectural space. Just as pedagogy has progressed to fulfill diverse learning styles and student-centered interests, museology  has taken account of unique interests and diverse identities.

Rodney explains that today’s museums are driven to incorporate distinct factors that are in-line with visitor’s needs. Akin to our collective culture, these needs are influenced by factors such as “social interaction (meeting friends for drinks, for example), spiritual sustenance, emotional connection, intellectual challenge, or consumerist indulgence” (Rodney, 2016). Contemporary museums have addressed these needs by creating inviting spaces for visitors to congregate or contemplate; interdisciplinary events that bring large and diverse groups together; adult and family workshops; artist talks, panel discussions, screenings and other informative programming; and novel culinary and commercial spaces.

Another key area for museum operation is crowdsourcing methods for developing a communal dialectic and collaborative aesthetic in tandem with the public. For example, museums have increased their mission to co-create meaning by giving viewers agency as co-curators, collaborators and exhibitors.

Rodney cites examples of crowdsourcing: In 2014, The Stedelijk Museum in Amsterdam, exhibited collaborative drawings created by visitors while they were at the museum. In the same year, the Frye Museum in Seattle initiated an exhibition called #SocialMedium, which featured a selection of works made by visitors utilizing social media. The Museum of Fine Arts in Boston gave curatorial agency to the public during their exhibition Boston Loves Impressionism, by asking them to vote on the selection of works to be displayed in the show. The popular vote resulted in the final collection of paintings within the exhibition.

These undertakings provide experiences that support experiential learning, collaboration, socialization and the democratization of public spaces. Museums that take heed of the visitors’ unique personalities and treat them as participants, are likely to retain them.


This concludes another edition of suggested books that would be apt for readers of this blog. These titles and the previously suggested publications, fuel my own artful learning and enduring understandings about education, visual art and placemaking. I hope that you will also find meaning in what you read here and make significant connections to your own practice. Happy summer and happy reading! Please feel free to contact me if you have any particular book recommendations in relationship to the integration of contemporary art, museums and educational practices. 


Additional References and Notes:

Freire, Paulo. “The “Banking” Concept of Education.” Ways of Reading. 8th ed. Bartholomae, David and Anthony Petrosky. Boston: Bedford- St. Martin’s, 2008. 242-254. Print.

Rodney, Seph. “The Evolution of the Museum Visit, from Privilege to Personalized Experience.” Hyperallergic, 22 Jan. 2016. https://hyperallergic.com/267096/the-evolution-of-the-museum-visit-from-privilege-to-personalized-experience/

Shor, Ira, and Paulo Freire. “What Is the ‘Dialogical Method’ of Teaching?” Journal of Education, vol. 169, no. 3, Oct. 1987, pp. 11–31, doi:10.1177/002205748716900303.