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 An interactive presentation display historical documents, examples of GameArt and innovative games.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