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Master Sole 24 Ore 23/02/2013
ENGAGEMENT REVOLUTIONENGAGEMENT REVOLUTION
Mettiamo in gioco il mondoMettiamo in gioco il mondo
The Playable Museum Fabio Viola @ MDT Conference
This is what happens in the world of video games where
this month, a billion people are going to play on their
consoles, pcs or mobile phones.
Imagine a museum where
90% of school-age
children enter
INTENTIONALLY on a
regular basis and, at the
same time the fastest
growing user base is
made up of women over
50.
Imagine a theater where
the spectator becomes
co-protagonist .
This is how we define videogames “engagement
machines” and, probably, the best loyalty program in
the world - even without any physical reward!!
New and diversified monetization strategies where free visitors
cohabit with paying users and both are valuable and a core part of the
experience.
Imagine “Free to play”
cultural institutions
If we are able to create a
$100 billion industry in 40
years, where people spend
real money to buy virtual
items and currencies...
…why should a cultural
institution that has
extremely tangible assets,
powerful stories,
recognizable brand, and
established audience
not be able to design engaging and sustainable experiences in
partnership with the creative industries?
…Museums are the closest thing to the
“Time Machine” that I can imagine.
They allow us to travel in any age “in
the past”, making real what human
beings have been dreaming for
centuries.
Where and when the cultural
passive “consumpation” meets
the active production.
The Museum Archeological of Naples acted as a pure game publisher and
TuoMuseo acted as the game studio establishing a strong public/private
cooperation
Father and Son is the first
video game published by a
worldwide museum
The Game title, the main
story and large parte of the
setting are not tightly
connected with the Museum
18.450
“In our projects we are
constantly exploring new
revenue streams models.”
* Technology should not be a
cost
A premier destination for creative and entrepreneurs from all around the
world, a privileged gate between the Past and the Future.
Museums have to be the house
for those who can imagine,
design and execute the Future.
“Every cultural institution
should adopt a tech start-
up and be constantly
stimulated by it with mutual
benefits.”
In 80 days we collected 240 projects coming from 550
inventors and dreamers. Over 30 countries involved with
out of the box playable ideas.
THE 3C Formula:
creativity, contamination
and coinvolgimento
(engagement)
18
Il comparto culturale non dovrebbe più
essere auto-referenziale, ma pensare a
Facebook, Angry Birds e Clash of
Clans come modelli e rivali nell'attenzione,
temporale e formativa delle nuove
generazioni.
From Fabio and all the Tuo Museo team!
Let’s stay in contact!
info@tuomuseo.it

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The Playable Museum - Building the Museum of Future

  • 1. Master Sole 24 Ore 23/02/2013 ENGAGEMENT REVOLUTIONENGAGEMENT REVOLUTION Mettiamo in gioco il mondoMettiamo in gioco il mondo The Playable Museum Fabio Viola @ MDT Conference
  • 2. This is what happens in the world of video games where this month, a billion people are going to play on their consoles, pcs or mobile phones. Imagine a museum where 90% of school-age children enter INTENTIONALLY on a regular basis and, at the same time the fastest growing user base is made up of women over 50.
  • 3. Imagine a theater where the spectator becomes co-protagonist . This is how we define videogames “engagement machines” and, probably, the best loyalty program in the world - even without any physical reward!!
  • 4. New and diversified monetization strategies where free visitors cohabit with paying users and both are valuable and a core part of the experience. Imagine “Free to play” cultural institutions
  • 5. If we are able to create a $100 billion industry in 40 years, where people spend real money to buy virtual items and currencies...
  • 6. …why should a cultural institution that has extremely tangible assets, powerful stories, recognizable brand, and established audience not be able to design engaging and sustainable experiences in partnership with the creative industries?
  • 7. …Museums are the closest thing to the “Time Machine” that I can imagine. They allow us to travel in any age “in the past”, making real what human beings have been dreaming for centuries.
  • 8. Where and when the cultural passive “consumpation” meets the active production.
  • 9. The Museum Archeological of Naples acted as a pure game publisher and TuoMuseo acted as the game studio establishing a strong public/private cooperation Father and Son is the first video game published by a worldwide museum
  • 10. The Game title, the main story and large parte of the setting are not tightly connected with the Museum
  • 11.
  • 12.
  • 14. “In our projects we are constantly exploring new revenue streams models.” * Technology should not be a cost
  • 15. A premier destination for creative and entrepreneurs from all around the world, a privileged gate between the Past and the Future. Museums have to be the house for those who can imagine, design and execute the Future.
  • 16. “Every cultural institution should adopt a tech start- up and be constantly stimulated by it with mutual benefits.”
  • 17. In 80 days we collected 240 projects coming from 550 inventors and dreamers. Over 30 countries involved with out of the box playable ideas. THE 3C Formula: creativity, contamination and coinvolgimento (engagement)
  • 18. 18 Il comparto culturale non dovrebbe più essere auto-referenziale, ma pensare a Facebook, Angry Birds e Clash of Clans come modelli e rivali nell'attenzione, temporale e formativa delle nuove generazioni.
  • 19. From Fabio and all the Tuo Museo team! Let’s stay in contact! info@tuomuseo.it