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MOBILE EDUCATIONAL GAMING Roei Amit, Head of Digital & Multimedia Sophie Radix, in charge of the mediation & education department Communicating the museum Tuesday 20 June

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MOBILE EDUCATIONAL GAMING

Roei Amit, Head of Digital & Multimedia

Sophie Radix, in charge of the mediation & education department

Communicating the museum – Tuesday 20 June

Welcome / Bonjour !

Agnès Varda, Fidel foule, 1963 © RMN-Grand Palais

Mobile became visitor’s best friend.

Our task is to find the place and the added value of the cultural institution within its different uses.

© Manu Fernandez / AP

General Context

Daniel Buren, Monumenta 2012, Excentrique(s) © Raphaël Gaillarde

Internet users : 56,80 millions (88% of the population)

Mobile subscriptions : 65,15 millions (101% of the population)

Smartphone usage : 64% of the population

Total number of active mobile Internet users : 49,76 millions (77% of the population)

Average daily use of the Internet Internet via a PC or tablet : 4.49 hours

Average daily use of the Internet via a mobile phone : 1h08

Mobile activities

Grand Palais Context

Verrière du Grand Palais © Collection Raphaël Gaillarde

59%

70% 69%

75% 74%

83% 81% 82%

86%

24%

35% 38%

44% 43%

49% 51%

47%

52%

Autumn 2012 Spring 2013 Autumn 2013 Spring 2014 Autumn 2014 Spring 2015 Autumn 2015 Spring 2016 Autumn 2016

Owning at least one smartphone Owning at least one tablet

Mobile penetration among our visitors

Mobile device use

52% 48%

2015

Desktop Mobile (including tablet)

48% 52%

2016

Desktop Mobile (including tablet)

How visitors use their mobile for :

11%

24%

29%

35%

33%

31% 32%

31%

16% 15%

14% 15%

20%

16%

23% 23%

4%

12%

18%

22% 21%

20% 21% 21%

3% 2%

4% 4% 5%

3% 4%

5%

12%

1%

4% 5%

4% 4%

7%

5%

0% 0%

10%

18% 19%

16%

11%

19%

0%

5%

10%

15%

20%

25%

30%

35%

40%

Spring 2013 Autumn 2013 Spring 2014 Autumn 2014 Spring 2015 Autumn 2015 Spring 2016 Autumn 2016

Seeking practical information

Taking pictures

Finding information about the exhibition

Sharing on social networks

Downloading the mobile app

Purchasing tickets

Did you use your mobile in connection with the exhibition ?

Our digital strategy

Communication

Mediation

Innovation

Horace Vernet, Napoléon Ier à la bataille de Wagram, 6 juillet 1809 © RMN-Grand Palais

Grand Palais’ mobile offers

Before

During

After

… The visit

Anonyme, Vue d’une salle du Musée du Luxembourg à Paris © RMN-Grand Palais

Before the visit…

René Perrot, Préparation à la pelle du chemin du bateau © RMN-Grand Palais

Information

Service

Preparation

During the visit

Muséologie, Grande Galerie des Impressionnistes, 2011, Paris, © Musée d’Orsay

Smartphone Applications + gaming tours

(individual)

Augmented reality

Special tablet gaming offer for kids (individual)

The Villa Medici at Castello

Audioguide for all from 8 years old

with adapted content on the exhibition

The Gates of Hell

Audioguide for all from 8 years old

with adapted content on the exhibition

1 Exhibition : Guided tour

2 Workshop :

Experience on the tablet

3 Workshop :

2D print Cut and built the 3D

Digital workshops (groups)

Workshop : Become a cubist artist !

Workshop : Work like Hergé

After the visit

La Verrière et la structure métallique de la Nef du Grand Palais © Collection Raphaël Gaillarde

Gaming activities

Sharing the visit

Mooc Une brève histoire de l’art

Mobile first : learning and playing

Results

• 56.831 apps downloaded in 2016;

• Top download apps ever : Niki de Saint Phalle, 2015 (29.375) & Dynamo, 2013 (26.500);

• More than 22.000 registered to the Mooc Une brève histoire de l’art;

• Picasso.mania (2015) : 45 workshops / 689 kids;

• Hergé (2016) : 40 workshops / 741 kids;

• “The total immersion on an exhibition is not easy to achieve. But the projections of the first room are very well made and the digital tools of the second, easy to use, give a more lively, more participative access... it also gives explanations, content, playful”. (Tom, visitor of Sites éternels)

Mobile is the visitor’s best friend.

Our task is to communicate, mediate and engage with the public.

Mobile educational gaming innovate the visitor’s experience.

François Morellet, Lunatique neonly n 1 © ADAGP

Vassily Kandinsky, Figurines pour tableau XVI © Centre Pompidou

MERCI !