Room 1 – Introduction
A display case containing 13 games from various eras presents a long history of the square. Although these games are not historically linked, they nevertheless bear witness to the persistence of standardized spaces in the history of games.
Room 2 – BUILDING
Playful construction mechanisms, from modern games (block games, Tangram, Meccano, Lego) to video games(Minecraft, 2011, Islanders, 2019).
Room 3 – CALCULATE
Scoring is a central activity in many games, often handled by the computer in the digital age. This history will be traced, from the abacuses of Antiquity that could be used as game boards(Pente grammai), to contemporary educational (video) games.
Room 4 – ANTICIPATE
Strategic foresight is a key element in many games. This room will showcase the MSJ’s fascinating collection of chess sets, in dialogue with video games(Shotgun King, 2022) and digital chess variations.
Room 5 – AIM
Genealogy of shooting and aiming games, from historical skill games and outdoor games (marbles, shooting ranges, etc.) to digital shooting games(Missile Command, 1980; Doom, 1993).
Room 6 – TELL
Exploring interactive storytelling in traditional games(Jeu de l’Oie, MSJ collections), books in which you are the hero, board games, role-playing games and video games.
Room 7 – Arcade lineage
A selection of arcade machines from the early twentieth century to the present day playfully illustrates the transition from (electro-)mechanical machines to electronic and computerized devices.
Room 8 – SOLVING
Riddle-solving is an ancient ludic lineage, from 19th-century puzzles and Taquins to digital games(Sokoban, 1982; The Room, 2012). So many objects for visitors to handle and puzzles to solve!