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SNSF Agora. Veni vidi... ludique. Games and Toys in Roman Antiquity

Authors: Dasen;

SNSF Agora. Veni vidi... ludique. Games and Toys in Roman Antiquity

Abstract

The project Veni, vidi, ludique was developed at the University of Fribourg by Véronique Dasen and Ulrich Schädler in order to present the results of the latest research on games and toys in Graeco-Roman antiquity in three Swiss museums. From May 2014 until February 2016 each museum presented different aspects of the sources and artefacts, placed in their cultural context. The exhibitions at the three museums share the same common title, but have distinct subtitles according to their specialty: 1. Nyon, Roman Museum (MRN): “The game of life” (the role of games in the life cycle), May 24-October 31, 2014. 2. La Tour-de-Peilz, Swiss Museum of Games (MSJ): “Playing with antiquity” (the reception of antiquity in board games), October 10, 2014 – extended until April 19, 2015. 3. Vallon, Roman Museum (MRV): “The die is cast” (on the rules of board games with workshops), March 14, 2015 – extended until February 28, 2016. The aim was to make available and share an important material and intangible cultural heritage with a wide audience. In a historical and anthropological perspective, the aim was to engage wider reflection on gender and stereotypes of gendered roles (dolls for girls, carts for boys?), religion (toys and rites of passage; games and divination), adult/child relationship, educational principles and more generally models of socialisation and transmission of cultural values. In order to make active visitors of all ages, promote the transmission of knowledge and reflections, we planned to develop new tools beside traditional ones : mixing guided tours of the exhibitions, open days, public demonstrations and practice, workshops with children and adults, with new technologies, smartguides (QR codes) with complementary material for an interactive guided tour on mobile phone, short videos on demand with reconstructed games, touchtables with games. Public debates, lectures and courses also aimed at fostering new reflections among students and researchers.

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Keywords

Play, Game, Toy, iconography, ludic material culture, education, reception, anthropology

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This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
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influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
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