“‘Nick Cave: Mammoth’ builds on the museum’s commitment to present artists whose work speaks to the American experience and fosters connection,” said Jane Carpenter-Rock, acting Margaret and Terry Stent Director of the Smithsonian American Art Museum. “It is an honor to support a new body of work by one of today’s leading artists, the museum’s most significant commission to date by a single artist and to present it in dialogue with the sweep of American art across our galleries.”“‘Mammoth’ is a conversation across time, a meditation on how and why we make, and how we live with what we inherit,” said Sarah Newman. “Nick Cave gathers fragments of daily life—toys, tools, keepsakes, even the remains of ancient creatures—and transforms them into a shared space of memory and imagination. His work is a powerful reminder that objects are often more than things; they carry our histories, our knowledge, and the stories that carry us forward.”
28/09/25
Nick Cave: Mammoth @ Smithsonian American Art Museum, Washington DC - The museum’s largest-ever commission by a single artist
27/08/25
Grandma Moses: A Good Day’s Work @ Smithsonian American Art Museum, Washington + Other Venues
“Grandma Moses was instrumental in bringing self-taught art to the forefront of American consciousness,” said Jane Carpenter-Rock, Acting Margaret and Terry Stent Director of the Smithsonian American Art Museum. “As one of the first major museums to champion and collect works in this tradition, our museum is honored to shed new light on Grandma Moses’ practice and engage new generations by becoming a major resource for studying her art and legacy.”“Moses was many things to many people: she was an ambassador for democratic American values, a folk hero and pop-culture celebrity, a comforting grandmotherly figure representing a bygone age, an inspiring elder reinventing herself in retirement and an untrained artist presenting what was then considered ‘modern primitivism’ as a surprisingly successful alternative to abstract art,” Leslie Umberger said. “‘A Good Day’s Work’ reconciles these disparate truths while centering on Moses’ art and the life that inspired it—one shaped by ingenuity, labor, a doggedly positive outlook and a distilled understanding of a life well lived.”
06/08/25
State Fairs: Growing American Craft @ Renwick Gallery of the SAAM, Washington
“‘State Fairs’ showcases what the team at SAAM’s Renwick Gallery does best—it is the latest in a series of exhibitions that reassess and uplift craft’s relevance to our everyday lives and American culture,” said Jane Carpenter-Rock, Acting Margaret and Terry Stent Director of the Smithsonian American Art Museum. “To spotlight these extraordinary and often under-sung artists is an unparalleled opportunity for audiences to deepen and expand perceptions of craft in the United States.”
“The first state fair I attended as a child was the Minnesota State Fair, which we called the Great Minnesota Get-Together,” said Mary Savig, the Lloyd Herman Curator of Craft. “While organizing this exhibition over the past several years, I experienced firsthand the collective spirit of artists getting together at state fairs across the country, sharing their talents and memories with fellow fairgoers. ‘State Fairs: Growing American Craft’ provides a long-overdue spotlight on these exceptional artists. When looking at our history from the perspective of the fairgrounds, a richer picture of American art emerges.”
02/08/25
Mary Savig: Curator-in-Charge for the Renwick Gallery of the SAAM, Washington DC
“After a national search, I am delighted to welcome Mary Savig to this role,” said Jane Carpenter-Rock, acting Margaret and Terry Stent Director of the Smithsonian American Art Museum. “Her distinctive vision for the state of craft in the United States and dedication to championing its importance within American culture opens up new possibilities for SAAM’s contemporary craft program.”
29/06/25
Shahzia Sikander: The Last Post @ SAAM - Smithsonian American Art Museum, Washington DC
28/12/24
Pictures of Belonging: Miki Hayakawa, Hisako Hibi and Miné Okubo @ Smithsonian American Art Museum, Washington DC+ Other venues
“The Smithsonian American Art Museum plays a leadership role in telling richer and deeper stories about art in the United States, featuring new voices and presenting a more inclusive narrative of American art through acquisition campaigns, reimagined permanent collection galleries, new scholarship and special exhibitions,” said Jane Carpenter-Rock, acting director of the Smithsonian American Art Museum. “I am delighted that SAAM is able to partner with the Japanese American National Museum to share with audiences in Washington, D.C., the incredible work of Miki Hayakawa, Hisako Hibi and Miné Okubo.”
“‘Pictures of Belonging’ demonstrates that the artists’ experience of mass incarceration and relocation during WWII, while pivotal, did not define them,” Ho said. “These women continued to evolve and challenge themselves as artists throughout their lives.”
10/11/24
The Shape of Power: Stories of Race and American Sculpture @ SAAM - Smithsonian American Art Museum, Washington DC
“As stewards of the largest collection of American sculpture in the world, SAAM has a vital responsibility to foster conversations about the role sculpture has played in shaping our ideas of race in the United States, from its historical roots to contemporary perspectives by leading artists of the times in which these works were created,” said Jane Carpenter-Rock, acting director of the Smithsonian American Art Museum. “The presentation of the artworks in ‘The Shape of Power’ exhibition are an invitation to think deeply and openly to engage with ideas that are crucial to our understanding of the past and our present.”
“American sculpture remains an understudied area of art history with the last major publication to survey the medium’s development in the United States dating back more than 50 years ago,” said Karen Lemmey, the Lucy S. Rhame Curator of Sculpture at the museum. “‘The Shape of Power’ and its accompanying publication offers new scholarship that provides a fuller picture of American art history and a more nuanced understanding of our nation’s past and present.”
Publication: The exhibition catalog is co-published by the Smithsonian American Art Museum and Princeton University Press. It is written by Lemmey, Wofford and Yasumura with contributions by Renée Ater, Jacqueline Francis, Elizabeth Hutchinson, Tess Korobkin, Jami Powell, James Smalls and Claudia E. Zapata. The book is available for purchase ($65) in the museum’s store and online.
06/10/22
We Are Made of Stories: Self-Taught Artists in the Robson Family Collection @ Smithsonian American Art Museum, Washington
The lavishly illustrated catalog features more than 100 works with essays by Douglas Robson and Leslie Umberger that offer important and critically expansive contributions to the understanding of self-taught artists and how their individual stories have altered and enriched the complex history of American art. Co-published by the Smithsonian American Art Museum in association with Princeton University Press.
03/02/21
¡Printing the Revolution! @ SAAM, Washington, DC - The Rise and Impact of Chicano Graphics, 1965 to Now
“Since the late 1970s, the Smithsonian American Art Museum has demonstrated a deep commitment to building a rich collection of Latinx art in the nation’s capital,” said Stephanie Stebich, the Margaret and Terry Stent Director at the Smithsonian American Art Museum. “SAAM is uniquely positioned to engage in a conversation about an inclusive view of American history that features Chicanx voices and contributions, and we are proud to present the first major museum exhibition dedicated to this subject matter from a national perspective.”
“Chicano graphic artists were among the first to immerse themselves in civil rights activism, many working to support the United Farm Workers union founded by César Chávez and Dolores Huerta,” Ramos said. “The exhibition explores how this early civil rights activity set the foundation for a truly noteworthy, politically engaged graphic arts movement among artists of Mexican descent and their cross-cultural collaborators that continues to thrive today, over five decades later. At a time when U.S. society is grappling with how to face a history of systemic racism, this exhibition presents a long line of artists doing exactly that.”
18/10/15
Irving Penn: Beyond Beauty, SAAM, Washington DC
26/01/12
The Art of Video Games – 2012-2016 Traveling exhibition presented by the Smithsonian American Art Museum. After Washington DC the show will travel to 10 cities in the United States
The Art of Video Games
Smithsonian American Art Museum, Washington DC
March 16 - September 30, 2012
The Art of Video Games features 80 video games that demonstrate the evolution of the medium. The exhibition is organized by the Smithsonian American Art Museum and will travel to 10 cities in the United States following its presentation in Washington, D.C. Confirmed venues include:
Boca Raton Museum of Art, 2013 + EMP Museum in Seattle, 2013 + Hudson River Museum in Yonkers, NY, 2014 + Flint Institute of Arts, 2014 + Toledo Museum of Art, Ohio, 2014 + Memphis Brooks Museum of Art, 2015 + Patricia and Phillip Frost Art Museum at Florida International University in Miami, 2015-2016
Super Mario Brothers 3
Shigeru Miyamoto, Takashi Tezuka, Hiroshi Yamauchi, directors; Satoru Iwata, executive producer; Konji Kondo, composer, Nintendo Entertainment System, 1990, Nintendo of America, Inc.
Star Strike
Hal Finney, Brett Stutz, programmers, Mattel Intellivision, 1981, Intellivision Productions, Inc.
Pitfall!
David Crane, Atari VCS, 1982, Activision Publishing. All trade names and trademarks are properties of their respective parties. All Rights Reserved.
“The Art of Video Games” is one of the first major exhibitions to explore the 40-year evolution of video games as an artistic medium, with a focus on striking graphics, creative storytelling and player interactivity. The exhibition features some of the most influential artists and designers across five eras of game development, from early pioneers to contemporary designers. Video games use player participation to tell stories and engage audiences. In the same way as film, animation and performance, video games are a compelling and influential form of narrative art.
Bioshock
Ken Levine, creative director and executive producer; Paul Hellquist, lead designer; Dean Tate, senior designer and artist; Scott Sinclair, art director, Microsoft XBox 360, 2007, image courtesy of 2K Games, Inc., and Take-Two Interactive Software, Inc.
Diablo II
Various artists, DOS/Windows, 2000, © 2000 Blizzard Entertainment, Inc. All rights reserved. Diablo is a trademark or registered trademark of Blizzard Entertainment, Inc.
The Art of Video Games will be on display at the Smithsonian American Art Museum from March 16 through Sept. 30. Chris Melissinos, former chief evangelist and chief gaming officer for Sun Microsystems and founder of PastPixels, is the guest curator of the exhibition. Georgina Goodlander, the museum’s social media and Web content manager, is the exhibition coordinator.
“Video game designers are engaged in creating a world, as are all artists,” said Elizabeth Broun, The Margaret and Terry Stent Director of the Smithsonian American Art Museum. “The Smithsonian American Art Museum recognizes the designers and developers who create these beguiling worlds in this exhibition. Contemporary video games have taken this creative expression to a whole new level, and we are eager to explore this popular global phenomenon.”
Einhander
Tetsuo Mizuno, Tomoyuki Takechi, Shinji Hashimoto, executive producers; Yusuke Hirata, producer; Tatsuo Fujii, director; Yuji Asano, lead design, Sony PlayStation, 1998, © 1997, 1998 SQUARE ENIX CO., LTD. All Rights Reserved
flOw
Jenova Chen, Nicholas Clark, game design, Modern Windows, 2006, Sony Computer Entertainment America LLC.
Flower
Jenova Chen, creative director; John Edwards, lead engineer. Developed by thatgamecompany, LLC, Sony Playstation 3, 2009, Sony Computer Entertainment America LLC.
“Video games are a prevalent and increasingly expressive medium within modern society,” said Chris Melissinos. “In the 40 years since the introduction of the first home video game, the field has attracted exceptional artistic talent. Video games, which include classic components of art, offer designers a previously unprecedented method of communicating with and engaging audiences by including a new element, the player, who completes the vivid, experiential art form by personally interacting with the game elements.”
The Art of Video Games focuses on the interplay of graphics, technology and storytelling through some of the best games for 20 gaming systems ranging from the Atari VCS to the PlayStation 3. The Art of Video Games features 80 video games, selected with the help of the public, that demonstrate the evolution of the medium. The games are presented through still images and video footage. In addition, the galleries will include video interviews with developers and artists, historic game consoles and large prints of in-game screen shots.
Marble Madness
Mark Cerny, Steve Lamb, SEGA Master System, 1992.
Earthworm
Jim, Doug TenNapel, original concept, character designer and voice actor; Tommy Tallarico, composer; Steve Crow, lead artist; David Luehmann, producer, SEGA Genesis, 1994, © 1994 Interplay Entertainment Corp.
Earthworm Jim, the Earthworm Jim logo, Interplay, the Interplay logo, and "By Gamers. For Gamers." are trademarks or registered trademarks of Interplay Entertainment Corp. in the U.S. and other countries. All Rights Reserved.
New technologies allow designers to create increasingly interactive and sophisticated game environments while staying grounded in traditional game types. Five featured games, one from each era, will be available in the exhibition galleries for visitors to play for a few minutes, to gain some feel for the interactivity. The playable games—Pac-Man, Super Mario Brothers, The Secret of Monkey Island, Myst and Flower—show how players interact with the virtual worlds, highlighting innovative new techniques that set the standard for many subsequent games.
Tomb Raider
Jeremy H. Smith, executive producer; Toby Gard, Heather Gibson, Neal Boyd, graphic artists; Jason Gosling, Paul Douglas, Gavin Rummery, programmers, SEGA Saturn, 1996, © 1996 SQUARE ENIX CO., LTD. All Rights Reserved.
Panzer Dragoon II: Zwei
Yukio Futatsugi, Manabu Kusunoki, original design; Kentaro Yoshida, art director, SEGA Saturn, 1996, © SEGA. All Rights Reserved.
Metal Gear Solid
Hideo Kojima, director; Yoji Shinkawa, artwork director, Sony PlayStation, 1998, © 1990 Konami Digital Entertainment.
Visitors to the exhibition will be greeted by excerpts from selected games projected 12 feet high, accompanied by a chipmusic soundtrack by 8 Bit Weapon and ComputeHer, including The Art of Video Games Anthem recorded by 8 Bit Weapon specifically for the exhibition. These multimedia elements convey the excitement and complexity of the featured video games. An interior gallery will include a series of short videos showing the range of emotional responses players have while interacting with games. Excerpts from interviews with 20 influential figures in the gaming world also will be presented in the galleries.
Rez
Tetsuya Mizuguchi, producer; Jun Kobayashi, director; Katsumi Yokota, art director and lead artist, SEGA Dreamcast, 2001, © SEGA. All Rights Reserved.
Shenmue
Yu Suzuki, director and producer; Yoichi Takahashi, designer; Eiji Ogawa, writer, SEGA Dreamcast, 2000, © SEGA. All Rights Reserved.
Sonic Adventure
Yuki Naka, Keith Palmer, producers; Takasi Iizuka, director; Kazuyuki Hoshino, art director, SEGA Dreamcast, 1999, © SEGA. All Rights Reserved.
SYMPOSIUM: VIDEO GAMES: BEYOND PLAY
Video Games: Beyond Play, a symposium that examines the changing roles of video games, consists of two panel discussions Friday, May 4, from 1 to 4:30 p.m. in the museum’s McEvoy Auditorium. The first panel, “Video Games at Work” from 1 to 2:30 p.m., is an in-depth look at how video games are revolutionizing areas such as health care, education, civics, journalism and national defense. Panelists include: Asi Burak, co-founder of Games for Change; Brian Crecente, editor-in-chief of the video game blog “Kotaku;” J.C. Herz, author of Joystick Nation; Ben Sawyer, co-founder of DigitalMill Inc.; and moderator Constance Steinkuehler Squire, senior policy analyst with the White House Office of Science and Technology Policy. The second panel, “Game Change: Society and Culture” from 3 to 4:30 p.m., examines the impact of video games in the fields of academic research, science, art and education. Panelists include Hunicke; Richard Lemarchand, lead game designer at Naughty Dog; Eric Zimmerman, game designer, educator and co-author of Rules of Play; and moderator Colleen Macklin, associate professor of design and technology at Parsons the New School for Design.
Minecraft
Markus Persson, Modern Windows, 2009, © Notch Development AB.
The Art of Video Games is organized by the Smithsonian American Art Museum with generous support from the Entertainment Software Association Foundation; Sheila Duignan and Mike Wilkins; Shelby and Frederick Gans; Mark Lamia; Ray Muzyka and Greg Zeschuk; Rose Family Foundation; Betty and Lloyd Schermer; and Neil Young. Promotional support is provided by the Entertainment Consumers Association. The C.F. Foundation in Atlanta supports the museum’s traveling exhibition program, “Treasures to Go.”
The Smithsonian American Art Museum
Boca Raton Museum of Art, Boca Raton, Florida., October 24 - January 20, 2013
EMP Museum, Seattle, February 16 - May 13, 2013
Hudson River Museum, Yonkers, NY, February 15 - May 18, 2014
Toledo Museum of Art, Toledo, Ohio, June 19 - September 28, 2014
Flint Institute of Arts, Flint, Mich., October 25, 2014 - January 18, 2015
Memphis Brooks Museum of Art, Memphis, Tenn., June 6 - September 13, 2015
Patricia and Phillip Frost Art Museum at Florida International University in Miami, Fla., October 9, 2015 - January 25, 2016

MassEffect 2
Uncharted 2: Among Thieves
Geometry Wars: Retro Evolved 2
Stephen Cakebread, game design and programming, Microsoft XBox 360, 2008, Bizarre Creations.
The Legend of Zelda: Twilight Princess
Shigeru Miyamoto, executive producer; Eiji Aonuma, director; Satoru Takizawa, art director; Eiji Aonuma, Satoru Iwata, producers, Nintendo Wii, 2006, Nintendo of America, Inc.
Ōkami
Atsushi Inaba, producer; Hideki Kamiya, director, Sony Playstation 2, 2006, Capcom Entertainment, Inc.
Shadow of the Colossus
Fumito Ueda, director and game design, Sony Playstation 2, 2005, Sony Computer Entertainment America LLC.
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