Gameplayarts: Helping Cultural Institutions Break Into Games Titelbild

Gameplayarts: Helping Cultural Institutions Break Into Games

Gameplayarts: Helping Cultural Institutions Break Into Games

Von: Jamin Warren
Jetzt kostenlos hören, ohne Abo

Über diesen Titel

From writing for the Wall Street Journal to advising MoMA’s permanent collection to launching one of the first game-based arts spaces in the world, Jamin Warren talks through contemporary issues in bringing games to the arts-world public© 2026 Kill Screen Media Inc. Kunst Management & Leadership Ökonomie
  • How SFMOMA Built a 15-Year Game-Based Arts Program From the Inside Out
    May 13 2026

    Erika Gangsei has run the interpretive media team at SFMOMA for nearly two decades, and for 15 of those years she's been quietly building one of the most coherent game-based programming initiatives inside any major cultural institution in the country.

    In this conversation, we get into the origins of Play SFMOMA, which launched in 2011, before games as an art form had any real institutional legitimacy, and what it actually took to sustain a program built on deliberate experimentation rather than proven outcomes. Erika talks about the decision to treat game designers the way SFMOMA treats sound artists and filmmakers: as essential creative collaborators, not afterthoughts. She makes a sharp distinction between gamification (which museums were chasing then, and still are) and authentic game-based programming — and explains why that difference matters for visitors.


    We also talk about the institutional immune system. Erika uses the phrase literally: museums have white blood cells that attack unfamiliar things, and Play SFMOMA has spent 15 years slowly inoculating SFMOMA to interactivity. That means running an AR game jam knowing none of the prototypes would go into production, because the goal was to socialize the idea internally, not ship a product.


    Other topics: why interpretive departments may actually be a better entry point for games than curatorial, the case for analog and paper-based work in a screen-fatigued world, what it means when a founder-driven program finally becomes an entity unto itself, and the LARPocracy research project—an EU Horizon-funded study using Nordic LARP as a model for deliberative democracy.


    This one is essential listening if you're inside an institution trying to build something with games and doing it without a clear mandate from above.

    • (00:00) - Meet Erika and Play
    • (01:08) - Broadway Trip Catch Up
    • (03:19) - Origin Story to SFMOMA
    • (08:14) - Why Play SFMOMA Started
    • (13:38) - Where Games Belong
    • (29:01) - Analog Play and Fatigue
    • (34:48) - Scaling Up and Larpocracy

    For more insights, signup for my newsletter.

    Jamin Warren founded Gameplayarts, an advisory that helps museums and cultural organizations engage with the world of gaming. He provides them with the research, strategy, and execution they need to reach gamers for the first–or millionth–time. Gameplayarts’ past and present clients organizations like MoMA, the Getty Research Institute, Tribeca Enterprises, and PBS.

    Mehr anzeigen Weniger anzeigen
    48 Min.
  • How Tribeca Made Space For Games
    Apr 30 2026

    Casey Baltes led the effort to build the Tribeca Games Festival from the ground up—and she'll tell you the hardest part wasn't the games. It was building internal credibility. In this episode, we talk about curation, community, and why institutions that try to do everything in games end up doing nothing well.


    For more insights, signup for my newsletter.

    Jamin Warren founded Gameplayarts, an advisory that helps museums and cultural organizations engage with the world of gaming. He provides them with the research, strategy, and execution they need to reach gamers for the first–or millionth–time. Gameplayarts’ past and present clients organizations like MoMA, the Getty Research Institute, Tribeca Enterprises, and PBS.

    Mehr anzeigen Weniger anzeigen
    33 Min.
  • What Tribeca Games Built—And What Most Institutions Still Miss
    Apr 22 2026

    Casey Baltes, VP of Games at Tribeca Enterprises, breaks down why most institutional game-based programs stall — and the structural decisions that have made Tribeca Games one of the few that hasn't. We get into executive buy-in, curatorial focus, the case for interpretive content over exhibitions, and why financial sustainability is the conversation no one in the cultural sector wants to have.

    For more insights, signup for my newsletter.

    Jamin Warren founded Gameplayarts, an advisory that helps museums and cultural organizations engage with the world of gaming. He provides them with the research, strategy, and execution they need to reach gamers for the first–or millionth–time. Gameplayarts’ past and present clients organizations like MoMA, the Getty Research Institute, Tribeca Enterprises, and PBS.

    Mehr anzeigen Weniger anzeigen
    33 Min.
adbl_web_anon_alc_button_suppression_c
Noch keine Rezensionen vorhanden