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An
exhibition area converted into a games hall, visitors turned into
players… this is the original idea of the "Me Games"
exhibition. Each of the exhibition's
fifteen tables is devoted to a board game. These
games have not been chosen for their aesthetic or historical qualities,
but for the gifts and skills they require: the subject of the exhibition
is not the games, but the players: their ability to create, innovate,
implement a strategy, manage crises and co-operate with others to
finish the games.
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The
fifteen board games chosen are familiar ones. They are called
Taboo, Visionary, Confusion, Quarto, Amnesia, etc. and are grouped
into five families:
> Communication and Interaction, encouraging
transmission, sharing and listening.
> Strategy and Tactics, where
players must be able to diagnose a situation to decide on a line
of action.
> Creation and Innovation, where invention,
improvisation and association of ideas are the key.
> Team Play and Co-operation, calling on the
players' ability to decide on joint strategies, talk, co-ordinate
their efforts and take risks together
> Reactivity and Crisis Management,
where players must react quickly but wisely in a stressful situation.
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Each
family of games involves different furniture and postures:
the low tables of Strategy and Tactics encourage concentration,
the table-counters of Reactivity and Crisis Management favour action
and the large "family" tables incite Creation and Innovation…
The design of the games has been modified and their parts, cards,
boards, draught boards, timers, etc. have been enlarged. Renamed
for the exhibition, they are now called “diagnose”,
“improvise”, “talk”, etc., according to
the verb of action that characterises them.
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“Me
Games” is the result of a partnership between museologists
and experts: trainers, specialists in human resources,
recreation education experts and game designers. Based on the
idea that a game is a transposition of life in society, a human
activity governed by rules and customs, they look at the way in
which players interact, exchange and confront each other, consciously
or unconsciously developing ways of being and doing that are similar
to their operational modes in everyday life.
At
the end of the exhibition, players can analyse their performance
and build up an entertaining profile of their gifts using a questionnaire
provided on the back of the exhibition guide in the Small Salon.
An
approach staged in an exhibition where the visitor-player is the
hero!
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