Playtime Videogame mythologies

Transcription

Playtime Videogame mythologies
Maison d’Ailleurs Museum of science fiction,utopia and extraordinary journey
Place Pestalozzi 14 - Case postale - 1401 Yverdon-les-Bains, Suisse - Tél : + 41 (0) 24 425 64 38, Fax : + 41 (0) 24 425 65 75
www. ailleurs.ch
Playtime
Videogame mythologies
PRESS KIT / practical informations
Maison d’Ailleurs
Museum of science fiction,
utopia and extraordinary journeys
Tél. : + 41 24 425 64 38
Fax : + 41 24 425 65 75
www.ailleurs.ch
http://www.playtime.ailleurs.ch
Place Pestalozzi 14
Case postale
1401 Yverdon-les-Bains
Suisse
Exhibition opens from
11.03 to 09.12.2012
tue-fri 14h-18h, sat-sun 11h-18h
© Julian Oliver, Levelhead, 2008
Opening ceremony : Saturday 10.03.2012, at 18h
Pictures on our ftp
(every published pictures must be used with
the credits mentioned on each folder)
ftp :
ftp.ailleurs.ch
utilisateur :
mda_presse
mot de passe :
jules2008
dossier :
data
sous-dossier :
playtime
© Experimental Game Lab, Scalable City, 2008-2010
1
TABLE OF CONTENTS / Playtime – Videogame mythologies
Exhibition overview
p. 3
A word from the director
p. 4
The panels of the exhibition
p. 5
Publication/Exhibition catalog
p. 9
The museum shop
p. 10
Partners and acknowledgments
p. 11
2
EXHIBITION OVERVIEW
Playtime – Videogame mythologies is an exhibition devoted to the culture of video games. It
explores how the relationship between play, the various manners of gaming, and
technology interrelate. An interactive presentation display historical documents, examples
of GameArt and innovative games.
Specifically, the exhibition invites to explore computer games from a variety of different
angles that correspond to the five sections informing the spaces of the Maison d’Ailleurs :
« Rules of Play / The Game of Life » and the introduction to the mechanics of games ; « Game
Geographies and PlayNations » on the spatial dimension of video games ; « Bodies and
Minds », dealing with emblematic figures, how players relate with their avatars and the
involvement of the body in the video game experience ; « Assault on Reality », which
presents innovative creations mixing the real and the virtual ; and a historical section
« Archeology of Fun ».
The exhibition Playtime – Videogame mythologies is part of Pro Helvetia, the Swiss Arts
Council’s GameCulture – From Game to Art programme : between 2012 and 2012, this
programme addresses the social, economic and esthetic issues raised by the video games,
and provides new ways of relating to an art form so frequently caricatured.
This major project allows the Maison d’Ailleurs to position itself once again as a museum
specialized in prospective-programming and emerging cultures. The conception of the
exhibition programme was entrusted to the guest curator José Luis de Vicente (Barcelona),
journalist, researcher and expert on relations between digital art, culture and society : his
knowledge and experience allowed Playtime – Videogame mythologies to be a rich, diverse
and exciting exhibition.
Throughout 2012, demonstrations, events and actions of mediation in Yverdon-les-Bains and
in the French part of Switzerland, are organized with numerous partners, highlighting the
current research in the field and offering to a wide audience the opportunity to experience
the diversity of the art of video games.
© Robbie Cooper, Alter Ego, 2004-2010
3
A WORD FROM THE DIRECTOR
Could we once and for all go without museums, these places where seemingly uselessness goes
hand in hand with unprofitability? More generally, could we accept that a society no longer
exhibit anything, that is, can no longer legitimately show what its citizens are creating? These
are questions I have often pondered – not to come up literally with an answer, but to reach a
more accurate definition of what a museum is, or should be.
Take the case of the Maison d’Ailleurs and let’s suppose that we have some first-time visitors:
what are they going to see, above and beyond the unusual exhibitions on show ? They will first
be met by some circumscribed spaces, devised as the constituent parts of a whole that is
beyond them; so this museum is first and foremost an enclosed place. Now the nature of a
museum cannot be confined within this property, since it is shared by many other sites...
Something more is needed : here, the fact that within it appear works that at once recall the
empirical world that saw them come into being and the historical tradition of which they are a
part. Very briefly, a museum may be defined as a place that stands apart from other places and
houses artistic creations; the Maison d’Ailleurs is part of a society and offers a symbolic
representation of that society. Interestingly, we again find the two aforementioned properties
in another field: video games. Indeed, setting aside its purely playful dimension, the video
game, an ill-identified cultural object, is also an enclosed place and a host for representations
that dialogue with the social sphere and with earlier video game productions. It goes without
saying that this enclosed place is not quite of the same order as the museum venue, which is
physical whereas the other is virtual; conversely, visitors pass through a museum like a video
game, i.e. from space to space, from representations to more representations
But then... what do we get when the confined world of museums lays out the confined world of
video games (which is itself already a world that includes representations)? We get Playtime,
i.e., the ‘exhibition’ of an ‘exhibiting’ space; a mise en abyme therefore. It turns out that such a
recursive process has always been viewed as stirring a feeling of amazement and hence as a
condition for the possibility of a critique. Since the video game is on show in a place that is
itself ‘a place of representation’, the mise en abyme device allows the visitor to grasp the
nature of these two closed worlds which are museum practice and video games. This nature is
easy to understand, since these two areas are in relation with all the other social places, ‘but in
such a way as to suspend, neutralize or invert the whole set of relations that they happen to
designate, mirror or reflect’ 1. In other words, the Maison d’Ailleurs and video games share a
single essence: they are, to quote Michel Foucault’s concept, heterotopias (a material one for
the museum, a symbolic one for the games). In this sense, when the science fiction museum
takes over video games worlds, what it is doing is to take as its own material that already in
itself depicts certain aspects of society. Then, by standing back from this material, the Maison
d’Ailleurs offers its visitors a chance first to question a (virtual) space that partly reflects
society’s values and ideologies, and secondly, through this space, the society that gave rise to it.
Hence, taking advantage of the reflective impulse that any heterotopia will produce, the visitor
is led to question his or her own reality and existence.
I am delighted to present Playtime – Videogame mythologies for, as a museum director, I am
very keen to take part in the thinking process that comes to us from the world of video games.
Through Pro Helvetia’s GameCulture programme, the Maison d’Ailleurs can be accepted as a
heterotopia that ultimately offers our citizens an exhibition enabling them to think about
what already informs their everyday lives and which will soon be a key component thereof. To
exercise one’s thinking power, and so taste freedom: a museum’s usefulness strikes me as
being proven.
Marc Atallah
Director of the Maison d’Ailleurs
1
Michel Foucault, ‘Of Other Spaces’, in: Diacritics, Vol. 16 N° 1 (Spring 1986), John Hopkins Press, p. 23.
4
THE PANELS OF THE EXHIBITION
Section I : Rules of Play / The Game of Life
If games are a form of culture, what form of culture are they?
Like dance or sports, games deal with movement. Like architecture and garden design, they
imagine spaces. Games can also include narratives and storytelling. But above all, games are
complex systems; dynamic processes engaging different actors in input-output relationships
and feedback loops.
In the last fifty years information theory, cybernetics and network theory have shown us that
to describe our time accurately, we need to recognize we live in an age of increasing
complexity, where political, economic and social processes evolve through the non-linear
interactions of multiple agents. Videogames may be the first form of popular culture to reflects
this.
The very first videogames like Pong, Asteroids or Spacewar! were too low-tech to look realistic,
and could only represent characters and spaces in very abstract ways. But since their very
inception, games behaved like dynamic systems. The player engaged with other elements in a
space where action was determined by a set of simple rules.
This section explores how game systems behave, the importance of rules and other key notions
in games design like physics and storytelling.
Artworks in section I :
1- Gamelife : Games as Emotional Memoir, a short films gallery :
(a) Game Over Project, NOTsoNOISY Guillaume Reymond
(b) Play, David Kaplan & Eric Zimmerman
(c) Pixels, Patrick Jean
(d) Spitfire (Capture the Can), Saman Keshavarz
(e) Super Mario Bros., Andreas Heikaus
(f) Arcade City / Milan, NotWorkingFilms, Fabio Palmieri
(g) Rémi Pacman, Rémi Gaillard
2- Made of Myth, Marc Da Cunha Lopes (France), photographic series
3- The Game of Life, Evil Mad Scientist Laboratories (US), interactive installation
4- Crayon Physics Deluxe, Petri Purho (Finland), game
5- Loopscape, Ryota Kuwakubo (Japan), interactive installation
6- Sleep is Death, Jason Rohrer (US), game
7- Passage, Jason Rohrer (US), game
Section II : Game Geographies and PlayNations
Science Fiction writer William Gibson coined the term “cyberspace” when he watched two kids
playing on their Atari console and noticed that for them, the screen was not showing moving
images; it was a portal to another kind of territory.
For american media scholar Henry Jenkins, the art of the videogame shares many traits with
disciplines like garden design or theme park construction. In a certain way, videogames are the
archetypical contemporary form of utopian architecture, following the traditions of fantastic
and science fiction literature, encapsulating the playful mystery of labyrinths. Games are
exotic worlds waiting to be discovered and explored by a player who is also playing the role of
“flâneur”.
5
“Game Geographies and PlayNations” is a journey through the spatial and architectural
dimensions of videogames, their history and artistic evolution. From the early flat, 2D
geographies of Super Mario Bros. to the labyrinths of polygonal shooters like Doom and Quake,
and into the vast, real size cities of the Grand Theft Auto series.
Today, independent game designers and digital artists are exploring the possibilities of game
geographies as platforms that modify our notion of real space. To explore and wander, to enjoy
the journey is in many cases, the only problem the player has to solve.
Artworks in section II :
1- The Evolution of Play Spaces, chronology of videogame spaces :
(a) Pac-Man, Namco
(b) Defender, Williams Electronics
(c) Sim City 2000, Maxis
(d) Quake, id Software
(e) ICO HD, Sony Computer Entertainment / Team Ico
(f) GTA IV, Rockstar Games
2- Super Mario Maps, mixed media
3- Scalable City, Experimental Game Lab (US), interactive installation
4- Temps perdu, Dominique Cunin & David-Olivier Lartigaud (France), mixed media
5- Dust, Aram Bartholl (Germany), mixed media
6- Journey, thatgamecompany (US), game
7- The Path, Tale of Tales (Belgium), game
8- Levelhead, Julian Oliver (New Zealand), interactive installation
9- Procedural City, Procedural (Switzerland), interactive installation
10- Minecraft, Mojang / Markus Persson (Finland), game
Section III : Bodies and Minds
Playing a game also implies usually playing a role. The shift in identity that we assume when
we engage in gaming is one of its more intriguing qualities. What is the relationship that we
establish with our avatars, those alternative identities we embody as we move around the
game world? How does our sense of self changes when we customize a digital character to look
and behave exactly as we wouldn’t in real life?
If there is a tension between the identity of our avatar and our own, there is also a intriguing
relationship between our two bodies at both sides of the screen. Even seated comfortably, we
cannot help to jump, wave our hands, moan and shout, as both bodies – flesh and pixels – are
intertwined in the same action.
Joysticks and game pads have been the traditional interface between the player and the avatar,
the thread that entangles both bodies. In recent years, though, both the videogame industry
and independent artists and researchers have presented new innovative ways to strengthen the
role of the body in game interaction. From Nintendo’s Wii and Microsoft’s Kinect to more
experimental corporal interfaces that play with notions of control and even pain, the future of
game inter action will, no doubt, involve our flesh and skin in unexpected ways.
Artworks in section III :
1- Alter Ego, Robbie Cooper (Great Britain), photographies
2- Evolution of Game Controllers, Nicolas Nova & Laurent Bolli (Switzerland), artifacts
3- Faces, Arturo Castro (Spain) & Kyle McDonald (US), interactive installation
4- Immersion, Robbie Cooper (Great Britain), video
5- HHCI – Human to Human Computer Interface, Julian Oliver (New Zealand), interactive
installation
6
Section IV : Assault on Reality
Play is not an innocent activity that only children engage in; play, simulation and enactment
are present in multiple dimensions of society. Today, the connection between reality and
games is more ambiguous and blurred than what we have traditionally thought.
From war games and military simulacra to the simulation of financial markets, or the use of
games in management, the power of taking decisions through playing strategies is
increasingly finding strength in multiple domains.
Mobile technologies are putting games into the pockets of commuters and filling empty hours,
and new disciplines like location-based and augmented reality games are avoiding synthetic
worlds and using our everyday surroundings as the scenarios for game experiences. Today
game designers who are developing experiences where the real and the virtual mingle in
unexpected ways.
In the opposite direction, reality is also entering the narratives of games through the
introduction of politics, activism, education and propaganda in the arguments of videogames.
Serious games and political games, used in political campaigns and pedagogic efforts, are one
side of the coin; activist projects and propaganda are other examples of the capacity of games
to modify reality.
Artworks in section IV :
1- Playing the World’s Problems, an arcade of serious games :
(a) Food Force, United Nations World Food Programme
(b) CityOne, IBM
(c) Foldit, Center for Game Science at University of Washington
(d) Fate of the World, Red Redemption
(e) ACTUV Tactics Simulator, DARPA
2- Gold Farmers, Ge Jin (China/US), documentary
3- Second Skin, Juan Carlos Piñero (US), documentary
4- The City as a Game Development Kit – Playing the City, games projects for urban
environment achieved by the students of the Haute école d’art et de design – Genève
Section V : Archeology of Fun
At first glance, video games seem to involve a radical break with traditional board games. The
digital interface and the everpresent monitor do indeed seem to be irreconcilable with either
playing alone or the meeting of individuals interacting with each other around a table. And
yet...
... and yet, traditional games are also played by rules, they too create specific topographies;
allow us to feel physical emotions more or less intensely depending on how engrossed in the
game we become, and they too can interfere with our everyday lives (hard to tear yourself away
from a game etc.). In that sense, when you think about it, video games are carrying on the
great history of games, meaning that they are a part of it while distancing themselves – just
like snakes and ladders or role games, which also both belong to a game tradition and stand
out from it owing to their difference.
This section serves two purposes. By exhibiting in the Espace Jules Verne representations of
imaginary spaces and historical games divided up in meta-categories, we are seeking to show
how the practice of video games is already potentially contained in the earlier practice of
games. Then in the Pulps gallery, we want to make you aware of the esthetic variations of one
particular game – chess. The book jackets and chess sets (“physical”, “electronic” and “video’)
7
are perfect illustrations of how it is impossible to separate video games and conventional
games..
Historical section achieved in partnership with the Musée Suisse du Jeu, La Tour-de-Peilz
© Luc Schuiten, Habitarbre, 2006
© L’Éléphant de L’Étoile (1758), in : Charles-François
Ribart, Paris des Utopies, 1970
© Marc Da Cunha Lopes, Sonic, 2009
8
PUBLICATION/EXHIBITION CATALOG
Playtime – Videogame mythologies
On the occasion of the exhibition Playtime – Videogame mythologies dedicated to the esthetics
of video games and to their issues, the Maison d’Ailleurs and Infolio editions publish a catalog
that presents both the artworks exhibit in the museum and five original essays on five topics
related to videogame’s practice. The issues of rules of play, virtual geographies, fictional
immersion, interference with reality and archeology of fun, are treated both in terms of
singular works and general papers; the reader is invited to browse an area that he find
familiar, but still a bit opaque.
The catalog is available in three colors, remembering the choices that must be done by all the
players when they’re playing video games.
Authors : Pius Knüsel (director, Pro Helvetia, the Swiss Arts Council), Marc Atallah (director, the
Maison d’Ailleurs), José Luis de Vicente (guest curator of the exhibition), Gonzalo Frasca
(Powerful Robot, ORT University), Nicolas Nova (Near Future Laboratory, Head–Genève), Francis
Valéry (associate researcher, the Maison d’Ailleurs), Ulrich Schädler (director, Musée Suisse du
Jeu)
192 pages, beautiful bookbinding
Retail price : CHF 35.infolio éditions and Maison d’Ailleurs, 2012
9
THE MUSEUM SHOP
The Maison d’Ailleurs has always offered to its visitors a number of books related to the
temporary exhibition presented in the museum: the partnership between the museum and
Payot SA allows an optimization of the inventory and provides a continually renewed.
On the occasion of Playtime – Videogame mythologies, a second partnership has been
established with the company World Art Design : visitors can not only gather informations on
the world of video games, but also benefit of quantities of derivative products.
The Maison d’Ailleurs is pleased to welcome within its walls the largest ever mounted
Nintendo shop in Switzerland !
10
PARTNERS AND ACKNOWLEDGMENTS
Playtime – Videogame mythologies
EXHIBITION INITIATED BY PATRICK GYGER
Main partners
Pro Helvetia, the Swiss Arts Council
Secrétariat d’Etat à l’économie SECO
Canton de Vaud
Ville et Région d’Yverdon- les-Bains
Partners
Office du tourisme, Yverdon-les-Bains
Association pour le Développement du Nord
Vaudois
Réseau Romand Science et Cité
Payot
Ilford
Gabella SA
Artgraphic Cavin World Art Design
Supply partner
FNAC
Artistic partners
Musée Suisse du Jeu
Agence martienne
Stapferhaus Lenzburg
Academic partners
Ecole Polytechnique Fédérale de Lausanne
Haute école d’art et de design – Genève
Université́ de Lausanne
Media partners
La Région
ActuSF
Support
Association des Amis de la Maison d’Ailleurs
(AMDA)
Thanks to :
Guest curator
José Luis de Vicente
Project coordinator
Daniel Sciboz
Organization
Marie Dupasquier
Patricia Valceschini
Frédéric Jaccaud
Francis Valéry
May Du Ngoc
Thierry Jaccard
and to all the staff of the Maison d’Ailleurs
Exhibition design
Kläfiger muséographie
Graphic design
Notter+Vigne
Technical set up
Alain Laesslé
Construction
Actoform
Scenographic prints
Éric Meylan
Website programming
Matthieu Cherubini
Event partners
Lift Conference
Neuchâtel International Fantastic Film Festival
(NIFFF)
Groupement Romand d’Etudes des Addictions
(GREA)
Trivial Mass Production
Federal
Théâtre L’Echandole
Théâtre Benno Besson
Jeux du Castrum
Y-Parc
11
Media releases
Papers
01.03.12
Magazine Accrochages Mensuel spécialisé dans l'art
02.03.12
La Région Nord Vaudois (la Région Hebdo)
Presse quotidienne (distrib. tous ménage)
46'000 ex.
08.03.12
24 heures
Presse quotidienne (page "Sortir ce week-­‐end")
103'000 ex.
09.03.12
La Région Nord Vaudois (la Région Hebdo)
Presse quotidienne (distrib. tous ménage)
46'000 ex.
10.03.12
Le Courrier Genève Presse quotidienne 7'997 ex.
10.03.12
Le Temps Presse quotidienne 42'433 ex.
14.03.12
La Liberté
Presse quotidienne 39'231 ex.
14.03.12
Moneta
Trimestriel
15.03.12
20 minutes Zürich
Presse quotidienne (distribution gratuite) 189'947 ex.
15.03.12
l'Hebdo
Hebdomadaire
45'219 ex.
15.03.12
Neue Zürcher Zeitung Presse quotidienne 122'803 ex.
16.03.12
Vigousse
Hebdomadaire
15'000 ex.
16.03.12
La Région Nord Vaudois (la Région Hebdo)
Presse quotidienne (distrib. tous ménage)
46'000 ex.
09.03.12
RTS/ RTS INFO
Emission "Culture"
http://www.rts.ch/info/culture/3840242-­‐la-­‐culture-­‐du-­‐jeu-­‐video-­‐s-­‐expose-­‐a-­‐la-­‐maison-­‐d-­‐ailleurs.html
09.03.12
La Télé
Emission "16/9"
http://www.latele.ch/recherche?fulltext=playtime
10.03.12
RTS / Couleur 3
Emission "Point Barre" (spécialisée jeux-­‐ http://www.rts.ch/couleur3/programmes/point-­‐barre/3810265-­‐interview-­‐playtime-­‐videogame-­‐mythologie-­‐10-­‐03-­‐2012.html?f=player/popup
vidéo)
http://www.rts.ch/couleur3/programmes/point-­‐barre/3810266-­‐playtime-­‐deuxieme-­‐partie-­‐10-­‐03-­‐2012.html?f=player/popup
14.03.12
Max TV Info région http://www.maxtv.ch/videos/vod/inforegion2012-­‐12-­‐1
15.03.12
RTS / RTS UN Emission "La Puce à l'oreille"
http://www.rts.ch/video/emissions/la-­‐puce-­‐a-­‐l-­‐oreille/3858325-­‐laurent-­‐nicolet-­‐va-­‐voir-­‐l-­‐exposition-­‐playtime-­‐a-­‐la-­‐maison-­‐d-­‐ailleurs-­‐a-­‐yverdon.html
16.03.12
RTS / RTS UN Téléjournal http://www.rts.ch/video/info/journal-­‐19h30/3860649-­‐vd-­‐jusqu-­‐au-­‐9-­‐decembre-­‐la-­‐maison-­‐d-­‐ailleurs-­‐a-­‐yverdon-­‐accueille-­‐une-­‐exposition-­‐sur-­‐les-­‐jeux-­‐video.html
22.03.12
Le Monde.fr
Quotidien français (édition net.)
http://www.lemonde.fr/technologies/article/2012/03/22/une-­‐cite-­‐du-­‐jeu-­‐video-­‐en-­‐2013_1673464_651865.html
08.03.12
ICT Journal
Journal spécialisé nouvelles technologies http://www.ictjournal.ch/fr-­‐CH/News/2012/03/08/Le-­‐jeu-­‐video-­‐sexpose-­‐a-­‐la-­‐Maison-­‐dAilleurs.aspx
09.03.09
24 heures
Vidéo sur le site du 24 heures
http://www.24heures.ch/culture/ufs-­‐geants-­‐place-­‐europe/story/24923185
09.03.12
Blick. Ch
Journal (édition net) Suisse-­‐Allemand
http://www.blick.ch/life/ausstellung-­‐playtime-­‐videogame-­‐mythologies-­‐in-­‐yverdon-­‐les-­‐bains-­‐id1799379.html
09.03.12
Head Geneve
Haute École d'Art et de Design
http://head.hesge.ch/-­‐Playtime-­‐Videogame-­‐mythologies-­‐a-­‐#IMG/jpg/playtime_web.jpg
13.03.12
Lausanne contemporain
Blog spécialisé sur l'art Suisse
http://www.lausanne-­‐contemporain.ch/leblog/?p=639
16.03.12
Swissinfo
Site d'information Suisse
http://www.swissinfo.ch/fre/culture/Playtime,_immersion_envoutante_dans_le_virtuel_.html?cid=32286562
Infolio
Maison d'édition qui édite le catalogue d'expo
https://www.infolio.ch/livre/playtime.pdf
e-­‐media
Portail Romand de l'éducation aux médias
http://www.e-­‐media.ch/CMS/default.asp?ID=1075
Sortir
Agenda Culturel Romand
http://www.sortir.ch/expositions/event.T.100786-­‐playtime-­‐-­‐-­‐videogame-­‐mythologies-­‐-­‐maison-­‐d-­‐ailleurs
Temps libre
Agenda Culturel Romand
Radio & TV
Web
Office du Tourisme Yverdon et Office du tourisme
région
http://www.tempslibre.ch/expo-­‐agenda/web/index.asp?ID_SALLE=1186
http://www.yverdonlesbainsregion.ch/fr/Manifestations/Expositions_temporaires/playtime-­‐videogame-­‐mythologies
Game Culture
Site du programme Game Culture de Prohelvetia
http://www.gameculture.ch/2012/03/playtime-­‐videogame-­‐mythologies/
GREA
Groupement romand d'études des addictions
http://www.grea.ch/news/2012/playtime-­‐videogames-­‐mythologies-­‐une-­‐exposition-­‐unique-­‐sur-­‐la-­‐place-­‐du-­‐jeu-­‐video-­‐dans-­‐notre
Loisirs
Portail des loisirs Romand
http://www.loisirs.ch/agendas/15504/playtime-­‐videogame-­‐mythologie-­‐yverdon
Espazium
Portail d'annonceurs
https://www.espazium.ch/traces/event/playtime-­‐videogame-­‐mythologies
ALP ICT
Blog pour entrepreneurs (nouvelles technologies)
http://blog.alpict.com/tag/playtime/
Vaud familles
Portail avec info pratiques pour familles http://www.vaudfamille.ch/N287108/playtime-­‐%E2%80%93-­‐videogame-­‐mythologies.html
Neuchâtel familles
Portail avec info pratiques pour familles http://www.neuchatelfamille.ch/N287108/playtime-­‐%E2%80%93-­‐videogame-­‐mythologies.html
Yverdon-­‐les-­‐-­‐Bains
Site de la ville http://www.yverdon-­‐les-­‐bains.ch/fileadmin/documents/Mensuel_culturel/emoi_mars_2012.pdf
Regart
Agenda Culturel http://www.regart.ch/clients/ylb/index.asp?search=true&id_salle=1186
Région du Léman
Tourisme arc Lémanique
http://www.region-­‐du-­‐leman.ch/en/playtime-­‐videogame-­‐mythologies
Crossgamers
Blog jeux vidéo
http://www.crossgamers.com/news/454/Playtime.htm
Educa
Site éducation suisse
http://agenda.educa.ch/fr/category/event-­‐type/exposition
Swissgamers
Blog jeux vidéo
http://swissgamers.net/forum/viewtopic.php?f=24&p=8041
Swiss art
Portail culturel suisse
http://www.swissart.ch/en/members_museums.php?member_id=11
SVBA
Société vaudoise des beaux-­‐arts
http://svb-­‐a.ch/cms/spip.php?article108
Swiss gamelab
Site suisse games et gamedesign
http://www.gamelab.ch/?p=3871
Guide TV Loisirs
Site de TV Loisirs avec guide culturel
http://sorties.guideloisirs.ch/ville/Yverdon-­‐les-­‐Bains/sous-­‐categorie/Musees/titre/Playtime%20-­‐%20Videogame%20mythologies/
Radio Chablais
Radio du chablais
http://www.radiochablais.ch/01/index.php/culture/10903-­‐la-­‐culture-­‐du-­‐jeu-­‐video-­‐exposee-­‐a-­‐la-­‐maison-­‐dailleurs-­‐a-­‐yverdon
My Switzerland
Site office tourisme Suisse
http://www.myswitzerland.com/fr/inicio/noticias-­‐ofertas/eventos/event-­‐8179914.html
Le Matin
Site du journal Le Matin
http://sorties.lematin.ch/adresse/Maison%20d'Ailleurs/sous-­‐categorie/Musees/titre/Playtime%20-­‐%20Videogame%20mythologies/
Le Mag Mo5
Magazine rétrogaming et de la culture numérique (France)
http://mag.mo5.com/actu/18797/playtime-­‐une-­‐expo-­‐sur-­‐les-­‐jeux-­‐video-­‐en-­‐suisse/
UNIL
Université de Lausanne
http://www.unil.ch/getactu/wwwactu/1331285857439/
The web
Agenda manifestations Romand
http://www.theweb.ch/manifestations/Yverdon-­‐les-­‐Bains/805/D
HTR Hotel revue
Revue de l'hôtelerie suisse
http://www.htr.ch/artikel_31839.html
Actu SF
Site dédié au monde de la SF
http://www.actusf.com/spip/Playtime,13126.html
Evil Mad Scientist
Blog sur les nouvelles technologies / US
http://www.evilmadscientist.com/article.php/playtime