Monday, May 20, 2024

A Trip to Seattle Pop Museum

 Pop culture is not just a trendy entertainment for youth, and fashionable goodies for cool kids; it needs to continue expanding its horizon to engage people from different generations to develop their interests, grow their talents, train their skills, and harness innovation. It's also a digital culture phenomenon. 

On my second trip to Seattle back from Vancouver recently, I went to the Seattle Pop Museum in the city center. Overall, it’s an interactive experience for visitors to understand different types of pop culture phenomena such as gaming, pop music, cartoon movies, fairytales, etc.

There was a giant screen in the hallway, through which visitors could watch music performances, and listen to the fast-paced pop music. It had a great visual and audio effect. People who love music should feel very enchanting.

“You don’t become a hero by being normal.” The motto posed on the wall provokes the thought of understanding pop culture by being authentic and thinking creatively.

In the gaming section, people could play the game interactively. I watched the Indio and listened to people’s opinions in the gaming industry. All of them felt gaming opened their mind, and they followed their hearts to work in designing or educating as gaming enriched life experiences.

But my gentle reminder is, addicted to innovation, but not over-addicted to the game. There are differences between reality and gaming. Gaming perhaps lacks human emotion connected to real-world human interactions. So the perception of the world based on gaming is more subjective, not necessarily reality.

In the cartoon film sessions, the video introduction presented how to use 3D for making great animations and popular movies. In the digital art and fairytale sessions, digital lighting flashes in and off to create a fantasy for people to imagine, experience, and listen to, or tell the story.

In the pop music sessions, it’s fun to see so many colorful instruments hanging on the wall. There are a few instruments experiencing rooms at which visitors could go inside, play around, experiment with different instruments such as guitars, drums, keyboards, etc, and set different parameters for tuning vocal effects.

There are also costumes, photographs, media or crafts, etc sessions to introduce the history of pop culture.

Pop culture is not just a trendy entertainment for youth, and fashionable goodies for cool kids; it needs to continue expanding its horizon to engage people from different generations to develop their interests, grow their talents, train their skills, and harness innovation. It’s a culture phenomenon to evolve new technologies, enrich life experiences via virtual and physical integration, and inspire people to think and act unconventionally. It needs to be not only popular but also interactive, and innovative to create value for shaping future society.

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