Video Games Take Centre Stage at the V&A: A Fusion of Play and Performance

Zoe Martinez, Arts Correspondent
6 Min Read
⏱️ 5 min read

In a vibrant celebration of creativity and innovation, the Victoria and Albert Museum (V&A) recently hosted an electrifying Friday Late event that seamlessly merged the worlds of video games and performance art. This collaboration with the London Games Festival underscored the growing recognition of gaming as a legitimate cultural phenomenon, inviting attendees to experience the medium in a dynamic and immersive context.

A Sonic Showcase in Historic Halls

As visitors entered the museum’s grand entrance, they were met with the pulsating sounds of live coding, where a programmer and DJ conjured a glitchy electronic soundtrack amidst the backdrop of ancient sculptures. This audacious performance, part of the London Live Coding collective, demonstrated how traditional spaces can be invigorated by contemporary artistic expressions. With LED screens flashing streams of code and pixelated visuals, one couldn’t help but ponder how Queen Victoria herself might react to this audacious display of modernity.

The event was not merely a showcase of games; it was a celebration of the interplay between history and the digital age. Attendees were armed with maps, encouraging them to wander through the museum’s labyrinthine galleries, where they encountered a rich tapestry of interactive experiences. From the BAFTA-winning comedy game *Thank Goodness You’re Here!* projected beneath a 13th-century spiral staircase to the uproarious *Sex With Friends*, where players guided ragdoll characters into humorous scenarios, the evening was a testament to the cultural relevance of gaming.

The Role of Performance in Gaming

For co-curator Susie Buchan, the theatricality of playing games in such a setting was paramount. “Playing a game within a gallery, particularly on a grand scale, transforms players into performers,” she explained. Observing groups of strangers joining in the laughter and camaraderie while navigating the absurdities of *Sex With Friends* was a highlight of the evening. “You wouldn’t expect a group at the V&A on a Friday night shouting out sex positions at a screen to feel so weirdly wholesome,” Buchan added, highlighting the unexpected joy that gaming can foster in social settings.

This event marked a revival of the V&A’s engagement with gaming culture, which has seen ebbs and flows over the years. Following the success of the 2018 exhibition *Design/Play/Disrupt*, there was a notable lull in gaming-themed initiatives. However, with Volsing now serving as a senior curator, the museum is keen to reestablish its connection with the gaming community. “It’s crucial to present video games as a serious cultural artefact,” he remarked. “By placing them in a museum context, we invite visitors to engage with these creations alongside historical treasures, reshaping their understanding of both.”

Embracing Participation and Shared Creativity

Participation was a key theme throughout the evening, with various interactive projects inviting attendees to engage creatively. Comedian Jamie Brew’s *Robot Karaoke* had the crowd singing along to a reimagined version of *Dancing Queen*, crafted from negative reviews of popular companies. Meanwhile, artist Fredde Lanka guided participants in creating their own video game fanzines, fostering a sense of community and collaboration.

Jana Romanova’s lite-LARP experience, *The Line is the Game*, engaged participants in role-playing as they formed an impromptu queue, embodying characters while navigating the corridors of the museum. These experiences underscored the notion that gaming transcends mere entertainment; it is a medium through which people can connect, express themselves, and explore new narratives.

Holly Gramazio, a seasoned curator of gaming events, emphasised the synergy between gaming and gallery experiences. “Both video games and exhibitions draw on various modes of expression, allowing for a complex and meaningful interaction with the audience,” she explained. The evening at the V&A exemplified this philosophy, presenting games not just as commodities but as significant cultural milestones worthy of exploration.

A Global Movement

April will see the London Games Festival bringing similar experiences to venues across the city, further cementing the cultural significance of gaming. Events like the Overkill Festival in the Netherlands and A MAZE in Berlin reflect a global movement recognising the artistic potential of video games. Veteran curator V Buckenham noted how these events create a virtuous cycle, where players and non-gamers alike can challenge their perceptions of the medium, fostering a richer understanding of its place in contemporary culture.

While the gaming industry often focuses on monetary success and corporate dynamics, events like the V&A’s Friday Late remind us of the deeper cultural narratives at play. As Volsing aptly stated, “Video games can bridge the gap between the past of the museum’s collections and the present.”

Why it Matters

The V&A’s embrace of video games as part of its cultural narrative is more than an innovative programming choice; it represents a significant shift in how society perceives the medium. By placing video games in dialogue with historical artefacts, the museum fosters an understanding that gaming is not merely a commercial pursuit but an integral part of our cultural heritage. This recognition may pave the way for broader acceptance of interactive art forms, ultimately enriching the cultural landscape for future generations.

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Zoe Martinez is an arts correspondent covering theatre, visual arts, literature, and cultural institutions. With a degree in Art History from the Courtauld Institute and previous experience as arts editor at Time Out London, she brings critical insight and cultural expertise to her reporting. She is particularly known for her coverage of museum politics and arts funding debates.
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