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When Museums Meet Video Games

When Museums Meet Video Games | MUSEUM LAB 

Villa Albertine and the French Embassy of the United States present When Museums Meet Video Games, a series of talk and collaborative workshops organized by We Are Museums

SESSION 1: October 28th - Exploring New Horizons: Videogames and Museums

Today, we face a lack of knowledge on how videogames can be used in museums. Digital tools are often used to enhance visitor experiences but it is less common to see them in museums or to see museums use games on their online platforms. The first session of our program creates a common ground of knowledge and understanding of what a game is and what it brings, what are the different formats and possible uses and interactions, who are the audiences and how museums could benefit from them. In order to bring critical thinking and show what is possible, the second part of the session will present two very different uses of videogames in museums.

Workshop 1: Mutual Learning Between Videogames Producers And Museums
This workshop is all about getting to know each other and to better understand the diversity of profiles within the museum and videogames sector. Building bridges start by better knowing each other’s strengths and power, challenges and risks.


SESSION 2: November 18th - When Cultural Institutions Become Videogame Producers

Challenged by the pervasive technologies in our contemporary societies, museums need to radically transform their exhibition practices and audience experiences by incorporating new practices and actors in their programs. The second session of our program will dive into groundbreaking examples of museums nailing videogame production to explore new ways of engaging with audiences and exploring interactions. Let’s dive into these examples showing us new ways to tell stories from the museum’s collections.

Workshop 2: Implementing an innovative project in a museum & Producing a videogame: Challenges & solutions

This second workshop will drive us into the production phase of a videogame. From high-end games to low budget and low expertise, each group will go through the production process of a videogame, discuss each step and identify how to foster successful collaborations.


SESSION 3: December 9th - Videogames - A Door to New and Diverse Audiences

Today, videogames are understood as the new social spaces where cultural practice is being re-imagined, with new tools, technologies and social habits emerging daily. They are fabulous spaces where one can reach out to new and diverse audiences and start building strong relationships with each other. And because they are new spaces to explore, they can also be places to discuss inclusivity, social and cultural diversity or other topics related to today’s society and existing bias in the video game industry. It's time for museums to find these new audiences and make an impact through the use of videogames.

Workshop 3: Achieving Positive Social Impact Through Videogames

This final workshop aims to better understand the diversity of audiences active in the videogame industry and how to better reach them. When we know that 1 person in 3 plays videogames in the world, we can easily imagine that most of the museum's audiences are within this group. 


We Are Museums is a community of practices that supports new ideas through resources, original research and collaborative networks. Their social innovation approach is to empower and enable leadership capacity for museums and their local communities via network and peer to peer learning and futures visioning. Based on community deep listening and collective intelligence, they transform museums' needs into innovative formats to solve, together, the challenges of today's and tomorrow's museums. We Are Museums believe a diversity of local actions serving a global agenda provides the perfect conditions to foster systemic change.