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Description of the Replay Museum project based in France

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Page 1: Replay museum

cité numérique / bègles-bordeaux / France // opening in 2016

VIDEOGAMES AND DIGITAL MUSEUM

Page 2: Replay museum

The expected benefits of the Replay Museum are thus both those directly related to the tourism economy (accommodation, catering , transport, etc. . ) but also to the attractiveness of the area in terms of digital activity: the museum dynamism can be an incentive element for the development and installation of businesses and services related to digital, and video games in particular.

BecauseBecause the museum will constantly communicate, it will impose itself as a major regional digital entity, constantly demonstrating the modernity of its territory, a pride for its residents. No such digital museum exist today in France. The Replay Museum wants to spread the word and play the exciting media card.

ButBut this card has to be played now. For the Replay museum unveils a critical question that goes beyond regional borders : the issue of conservation and exhibition of the digital heritage. The museum will thus be a laboratory: answers that it will provide to these problems will certainly be observed , discussed and adopted.

ButBut beyond that , what makes certain the success of the Replay Museum with a wide audience , it is the transversality of its subject : digital is everywhere. Its story is contemporary, but our vision of its past is minimal : the digital museum is the museum of tomorrow’s heritage. When the offer of a museum is thematic , it relates to a specific side of the culture, it inevitably affects only a part of the population. However , digital is cross-ages and cross-environments, it has already raised a number of questions and doubts about its history.

TheThe Replay Museum is to provide answers and marks in the timeline of an history in the making .

It is an essential museum.

Olivier BoisseauReplay Museum founder

crédit photo : association MO5.COM - Exposition Game Story

At a time when the function of the museum is generally and legitimately debated , scientific and technical museums break each year attendance records. In 2012, the London Science Museum almost reached 3 million visitors. Smaller museums like the “Vaisseau de Strasbourg” (France), received more than 170,000 visitors in 2012; the Winterthour’s Technorama in Switzerland , more than 250,000 and the Palais de la Découverte in Paris scored almost 700,000 visitors after its renovation. In Bordeaux, Cap Sciences,Sciences, with over 90 000 visitors a year, do not denie that success. Even more related to our cause, the Computer History Museum in California reached 134 000 visitors in 2012.

The reason for this success is the ability of this type of museum to diversify and adapt its offer to the strong public curiosity. The Replay Museum project, museum of computing, digital and video games, is part of this movement : to be a conservation place, but also of experimentation, culture transmission, knowledge transfer and a leisure destination .

IfIf the forth-comming Cité Numérique (digital city) of Bordeaux will undeniably become a marker of regional identity, the Replay museum will create the link with the population: it will be the wide door through which citizens will enter the Cité Numérique .

TheThe richness of the project addresses a wide range of expectations: exposing the digital heritage, study the history of digital age and produce reference materials, spread the knowledge and provide equal access to it, provide educational tools to demystify the complexity of the digital revolution, to mention only the most urgent.

ButBut what the Replay Museum also offers, like museums which we reported the success aboove, is a leisure area, creator of multiple events. Eventually, the museum is conceived as a usual place to hang out for a close proximty audience, with the ambition to capture a touristic public. Gift shop, cafeteria, events , themed tours , meetings are all integrated into the concept.

< start >

REPLAY MUSEUM

Page 3: Replay museum

Crédit photo : Computer History Museum - www.computerhistory.org

Systems selected for the museum exhibition from a collection of over 10 000 items :

< VIDEOGAME SYSTEMS > Magnavox Odyssey, Fairchild Channel F, Atari 2600, Bally Astrocade, RCA Studio II, Pong Systems, Interton VC-4000, Philips Videopac, Acetronic MPU-1000, Mattel Intellivision, Société Occitane Electronique OC-2000, Votlmace Database, Rowtron Television, Computer System, Atari 5200, Colecovision, Emerson Arcadia 2001, MB Vectrex, Advision Home Arcade, Nintendo NES, Sega Master System, Videopac G7200, Rollet Videocolor, Yeno Super Cassette Vision, NEC PC-Engine, Sega Megadrive, Amstrad GX-4000, Nintendo SNES, SNK Neo-Geo, Nintendo Virtual Boy, Atari Jaguar, Amiga CD-32, Philips CDi,CDi, 3DO, Sega Saturn, Nintendo 64, Sega Dreamcast, Sony Playstation 1/2/3, Microsoft Xbox, Nintendo Gamecube, Nintendo Wii, bornes d’arcade, etc.

< ARCADE > Pong, Speedway 500, Killer Shark, Tennis For Two, Space War, Pac-Man, Space Invaders, Puzzle Bobble, Galaxian, Pole Position, Out Run, Space Harrier, Afterburner, Operation Wolf, Daytona USA, NBA Jam, etc.

< MOBILE SYSTEMS > Nintendo Game&Watch, Nintendo Gameboys, Atari Lynx, Sega Nomad, Sony PSP, Nintendo DS, calculators, pocket computers, touch tablets, PDAs, mobiles, smartphones, etc

< INTERNET & NETWORKS > systems and installations showcasing the internet and communication networks genesis, telematic, Minitel, emails, web, etc.

< COMPUTERS > Analog computers from the 60s, R2E Micral, Altair 8800, MOS KIM1, Apple 1, Xerox 860, Apple II, Commodore PET 2001, Tandy TRS-80, Atari 400/800, Indata DAI, Interact Home Computer, Sharp MZ80, Acorn Atom, HP 85, Micronique Victor Lambda, Sharp PC-1210, Sinclair ZX-80/81, Acorn BBC, Commodore VIC-20, Goupil 2, TI 99 4/A, Lynx Camputers, CASIO PB-100, Commodore 64, Dragon 32, Sinclair ZX Spectrum, Thomson TO-7, Acorn Electron, Canon X-07, Coleco Adam, Commodore SX 64, Jupiter Ace, IBM PC, Matra Alice, Kaypro, Mattel Aquarius, MSX, Olivetti M10, Oric 1, Sharp MZ 700, Goupil 3, Laser 200, Yamaha CX5, Sega SC-3000, Apricot F1, Amstrad CPC 464/664/6128, Apple IIc, Commodore +4,+4, Exelvision EXL-100, Husky Hunter, Matra Alice 90, Oric Atmos, Philips VG-5000, Thomson MO5, Atari 520 ST, Commodore, Amiga, Apple IIgs, Apple Macintosh, Oric Telestrat, Thomson TO-8/TO-9, Next Station, etc.

At the heart of the structure, the museum will present, on 500m², the history of digital objects and concepts now part of our daily lives and culture. Through a modern and interactive museography, visitors will discover iconic items that have marked the digital history.

FromFrom computers to game consoles, via mobile devices, robots, and the genesis of the Internet, digital history will be reviewed, illustrated by the original devices out back to life. Throughout the thematic and chronological visit, video games will serve as a link to optimize the interaction between visitors and systems exposed.

NumerousNumerous innovative digital installations will rythm the visit and offer a fun experience to the visitor, via an admission fee, source of income for the project.

THE MUSEUM

la Cité numérique bègles / Bordeaux

THE MUSEUM < REPLAY MUSEUM

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The museum shop will offer visitors a selection of objects, articles, books and magazines inspired by digital culture and video games. Only shop specialized on this theme in the area, it will enjoy the museum's media impact and represent a complementary financing solution.

This room dedicated to temporary exhibitions will host "focuses" on specific topics in the history of digital, computer or video games, but will also, and above all, welcome international artists inspired by digital, pop culture and video games.

Examples:

- The history of the video games industry in France/Europe/World- The history of Minitel and telematics in France-- Apple's history: from Apple 1 to iPad- Video games and science fiction- Video games and comics- The evolution of Mario video games through time- The history of 3D video games- Pixel art exhibitions

SHOP & EXPOSITION HALL < REPLAY MUSEUM

GIFT SHOP

EXPOSITIONHALL

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In the end, the workshop, by its vocation and the variety of skills that it will host will give birth to many projects:

The Replay Museum will offer a unique opportunity to experiment with new forms of monstrations. Interactions and new concepts will emerge from the workshop, which will be intended to take place in the museum. This unique combination of culture, enthusiasts, artists, researchers and technicians will enable the Digital City to be at the forefront of innovation in this area.

Local digital companies will also find a suitable space for their research and experiences.

Finally, the public will be trained during learning sessions on various digital techniques.

THE WORKSHOP< REPLAY MUSEUM

THEWORKSHOPThe Workshop is a 50 m² space furnished and fully equipped that will receive public for practical trainings on various topics (how to assemble your own computer, robotics and electronic hacks with Arduino, create interactive objects with Kinect, introduction to programming, repair your computer, discover and use old systems, introduction to social networks, free solutions to boost your business, etc.).

The workshop will also be used by the museum to maintain, renovate and repair their own equipment.

The workshop will also host associations and researchers to help them develop innovative projects, providing them with a space and the right equipment.

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Essential to the proper operation of the museum, the stock will be used to archive the thousands of parts that make up the museum's collection. Computers, consoles and other systems, books, magazines, software and other magnetic media are all items that need to be kept in the best possible conditions near the museum.

The library will be open to the public and dedicated to the consultation of a portion of the museum's stock of books, magazines, software and other documents.

Through its role of preservation and conservation, the museum must allow access to a large part of its documentary collection for the public, in original or digital form.

THE STOCK

THE LIBRARY

crédit photo: The National Museum Of Computing - www.tnmoc.org

stock & library < replay museum

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Faced with the increasingly rapid evolution of technology and digital tools, and their announced obsolescence, the museum's mission is to preserve and maintain in good condition the most significant digital artefacts of our history and culture.

ConsideredConsidered as obsolete consumer products, most of these objects are disappearing or deteriorate beyond repair. If we want to explain these objects and their uses to future generations, we must be aware of the state of emergency to preserve them.

The digital heritage is a reality that must be safeguarded.

The museum will naturally have a mission of education for the public. It will trace the evolution of digital technologies that have revolutionized our civilization: computers, Internet, video games, robotics, mobile devices, many inventions that have changed our everyday lives.

The museum will be, at last, the place where the history of technologies that have changed our world, will be presented in a clear, interactive, educational and ambitious way.

TheThe scholars will of course be welcomed. Teaching kits will be available for teachers to make the students’ visit of the museum Replay a strong and interactive moment.

CONSERVATIONmission

Crédit photo : Computer History Museum - www.computerhistory.org

crédit photo: www.cyberpresse.ca / jean-christophe laurence

EDUCATIONALMISSION

MAIN MISSIONS < REPLAY MUSEUM

Page 8: Replay museum

Throughout its exhibitions and its actions, the museum will highlight the local economic actors, both for past productions that can effectively illustrate the themes of the museum, and for their current and future productions.

Thus the museum intends to be a real showcase for our local economic actors, allowing them to expose their products to the general public, and to put them in perspective of the evolution of their business sector.

Beyond the educational aspect of the main exhibition, the museum will be engaged in digital education for the general public.

With the help of its partners and equipment of the Digital City, the museum will provide trainings as varied as:

howhow to use internet and search effectively, how to protect one’s privacy on the Internet, creating your website, introduction to digital photography, introduction to video editing, introduction to computer mus, introduction to coding, how to build or repair your computer, use of free software solutions, etc.)

ECONOMICSHOWCASE

TRAININGMISSION

MAIN MISSIONS < REPLAY MUSEUM

Page 9: Replay museum

The museum will be positioned as a key spot for digital culture.

The main exhibition will of course trace the history of this culture, but the room dedicated to temporary exhibitions will receive many artists throughout the year inspired by digital culture, computers or video games.

TheThe museum also intends to unite passionate enthusiasts, associations and researchers for creative brainstorming sessions in order, for example, to create new forms of interaction between digital objects and the public, which will then take place in the museum.

Place of exchange and meetings, the Museum will also receive experts, personalities, artists, philosophers for lectures on digital culture, its history, its usages and its future.

Due to its narrative project, its cultural ambition and its iconic location, the museum will be the first of its kind in France and Europe.

It will thus act as a showcase for the local territory, the economic actors and the project partners.

NATIONAL ANDINTERNATIONALoutreach

CULTURAL and CREATIVE SPACE

MAIN MISSIONS < REPLAY MUSEUM

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Supoort Committee

En quelques décennies, les jeux vidéo se sont déplacés des confins de la culture des loisirs pour se placer à son zénith. Ses personnages comme Mario ou Lara Croft sont maintenant universellement connus. L'expérience du jeu vidéo n'est plus réservée a quelques excentriques solitaires mais est devenue une expérience commune et partagée par des millions de personnes. Les foyers comportent maintenant plusieurs dispositifs de jeu et il n'est pas rare de trouver dansdans une famille plusieurs joueurs de jeu vidéo qui appartiennent à des générations différentes.

Le musée Replay est plus que bienvenu. D'abord parce que les jeux vidéo sont a la fois ubiquitaires et fragiles. Lorsqu'un serveur de jeu vidéo est arrêté, ce sont des mondes entiers qui sont détruits; des merveilles architecturales, des écosystèmes, des peuples avec leurs histoires politiques tombent dans l'oubli. La simple évolution technique des machines soumet au même risque.

IlIl nous faut donc un musée du numérique et des jeux vidéo pour maintenir la mémoire d'une activité qui occupe une grande partie d'entre nous. Il nous faut un musée du numérique et des jeux vidéo pour suivre les évolutions les plus actuelles d'un média qui est a la fois un artisanat et un industrie, et rendre explicite l'influence qu'il joue dans la culture en général.

Psychologue et "gamer" , spécialiste des jeux vidéoet des mondes numériques.

YANN LEROUX

Entrepreneur dans le numérique et producteur de jeux vidéo depuis vingt cinq ans, j’ai pu apprécier à quel point le rythme d’évolution de notre industrie entretient une criante absence de mémoire.

Or un art qui ne sait pas d’où il vient, ne peut que difficilement se donner un avenir. L’histoire de la Cinémathèque a démontré sa vertu pour le cinéma.

ParPar ailleurs, ce loisir fédérateur que pratiquent aujourd’hui régulièrement 31 millions de français mérite un musée véritable trait d’union entre les joueurs d’hier et d’aujourd’hui.

Entrepreneur et créateur de jeux vidéo

NICOLAS GAUME

Le jeu vidéo est encore un loisir jeune mais il est aujourd’hui partagé par tous à l’échelle de la planète, toutes générations et tous milieux confondus. C’est un média à part entière, qui rassemble et ouvre, comme aucun autre, le champs des possibles en terme de divertissement et d’expérience.

IlIl existe peu d’endroits à travers le monde où le public peut découvrir l’envers du décors, se souvenir des débuts qui ont marqués des générations entières et découvrir ses applications futures. Peu d’endroits pérennes et interactifs, aucun en France.

Construire ce musée au cœur de la Cité du Numérique à Bordeaux fait sens pour nous à bien des titres. Notamment parce que :

- Notre pays a marqué l’histoire du jeu vidéo par sa créativité et l’originalité de ses productions. Or il n’a aujourd’hui pas de lieu où retrouver l’ensemble de cette histoire.

- Notre région est aujourd’hui considérée comme l’un des moteurs innovants de l’industrie du numérique dans l’hexagone. La Cité du Numérique souhaite incarner et accompagner cette dynamique.

Asobo Studio soutient donc tout naturellement l’initiative.

ElleElle s’inscrit parfaitement dans la richesse du développement numérique de l’Aquitaine et le rayonnement de la création vidéo-ludique française dans le monde.

Co-fondateurs d’Asobo Studio

SEBASTIAN WLOCH & DAVID DEDEINE

OLIVIER BOISSEAU is the co-creator of the old-computers.com website, the reference for vintage computers. Established in 1995 the site totalize more than one million page views per month.

As an old computers and video games systems collector, he owns several thousand pieces.

ComputingComputing engineer, graduated in France and England, history and heritage enthusiast, the Replay Museum project imposed itself as an evidence to him.

JAMES MAGNIER is the founder of the James Games Center. For over 10 years its structure has contributed to the largest video games exhibitions and events in France.

Specialist of Arcade systems, their history and their conservation, he now holds the most significant stock in Europe.

JamesJames began his career in the video game industry there more than 20 years. More than a logical step for him, the Replay Museum represents a major achievement.

FOUNDERS

SUPPORT COMMITTEE < REPLAY MUSEUM

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][email protected][Replay Museum is a private project based on the Replay Museum Association. The economic balance of the museum is based on a target of 80,000 visitors a year, supplemented by income from the gift shop, the cafeteria and the contribution of our partners.

If you want to support the Replay Museum project by associating your brand or becoming a partner, please contact us via:

Support & Funding

economic model

the futur Digital City at Bègles / Bordeaux

economic model < replay museum

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[email protected]/museereplay