Atelier BNP Paribas study 2010

New devices, new behaviors in a digital era

The Atelier BNP-Paribas - specialized in new technologies and prospective watch from its offices located in Paris, Shanghai and the Silicon Valley - presents an overview of the first decade of the 21st century, analyzing the development of new devices, new services and the uses associated. After having emphasized the « main trends », this study will point the « first hints of the new trends » in the fields of new technologies as well as in other industrial sectors, in order to present a mapping of prospective “digital behaviors”. This study is associated to detailed case studies. 

What is, according to you, the device of the future? by Chris Csikszentmihályi

Chris Csikszentmihályi co-founded and is the Director of the Massachusetts Institute of Technology's Center for Future Civic Media (C4), dedicated to developing technologies that strengthen communities. He also founded the MIT Media Lab's Computing Culture group, which works to create unique media technologies for cultural and political applications. Trained as an artist, he has worked in the intersection of new technologies, media, and the arts, speaking and exhibiting on every continent.
In this article, he answers the question : What is, according to you, the device of the future?
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Shankaboot - new formats, new supports for new audiences

The recent technological and economic changes call for the rethinking of the format and ways of broadcasting of certain cultural contents. The example of Shankaboot, first webserie of the Arab world produced by BBC World Service Trust, The Welded Tandem Picture Company and Babookah Films, is particularly representative of the efforts to adapt to new digital behaviors.  Based on short episodes and available on the Internet, this soap benefits from the success of multimedia supports to present an innovating project, closer to the public expectations.

Discover the series


The Cyberdissidence reaches its limits

While the Internet leads to major changes in the way citizens and political decision makers act, some are questioning the efficiency of these new democratic methods. Allowing - for example - the quick broadcasting of demonstrations and repressions’ images or contributing to the promotion through the media of different events, new technologies seems however not to be free of any limits, controls or tactical appropriations from governments, reducing so their democratic dimension. Thus, if they can constitute genuine vectors of expression and freedom, it is necessary to consider the potential weaknesses of such innovating political tools and the behaviors resulting of their use.   

Read the original article (spanish)

Read the article (French translation)


On the evolution of User interaction in Facebook

Online social networking has become a whole part of new generations’ social activities. In this landscape, Facebook holds a particularly important place, having been one of the pioneers and remaining a major actor. This academic paper presents the evolution of user interaction in Facebook focusing on some points such as how do the users really interact and how does that shape the network’s configuration. This analysis, offering an overview of the social functioning of Facebook, constitutes an example of the efforts made by researchers to explore the new behaviors characteristic of the digital era.

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Crédits : scribee patacox, tychay, mringlein


The figures of « social networking »

1 million of entrepreneurs and developers on Facebook, 1 new LinkedIn user every second, 14% of the blogs managed by firms, 180 000 000 monthly visit on Twitter… So many figures that throw light on the reality of social networks and allow a better understanding of an omnipresent and yet still abstract phenomenon.

Consult the figures


The market of Smartphones applications is just kicking off

Despite some already impressive figures (5 billion downloads in 2 years on Apple’s App store), it seems that the market of Smartphone’s’ application could only be at an early stage of development.  Indeed, a study by Forrester Research on the future of applications store predicts the development of an important offer, notably by Telco providers. The entering of Google on this market could as well contribute to the questioning of Apple’s monopoly. Besides, the study highlights certain strategic issues, such as the ones linked to communication and marketing: many applications are not profit-making, because of a poor promotion made by the developers, who often lose sight of the fact that those platforms function in a way comparable to traditional shop.

Read the article 

Consult the study


Mobile uses & museums

Usages du mobile & musées

To what extent the mobile devices are becoming the main actors of our museums? What uses do they create for the visitor? What are the strategies of the museums concerning the new technoliogies? The presentation of Loic Tallon and his book Digital technologies and the Museum Experience analyse the change of the visitor’s behavior in a cultural place as well as the strategies of the museum evolution due to the new technologies.  

See the presentation

Loïc Tallon Digital Technologies and the Museum Experience, 2008 

Summary and chapter 7 online


Museum & the Web 

Museum & the WebThe international annual symposium Museums and the Web, explores the social and technological aspects of culture, sciences and heritage online. Every year, the committee discerns the price of the best web site among the museums’. In 2010, the Indiana Museum of Art received it thanks to, among other things, its capacity to gather a lot of information and being ergonomic. 
Museums & the Web

Indianapolis Museum of Art - ArtBabble



Streetmuseum is a unique combination of GPS and augmented reality. By giving the possibility to see an old photography of the place you actually stand, it mixes the new and the old London.






 Museums of London

Applications and museums

Frédéric Durand, co-founder and president of the firm SmartApps, answers to the questions of CLIC on the ascension and the success of the mobiles applications in the cultural field.  June the 8th, 2010

Why should we choose a paid application? What are the first results of applications download? How is usage changing with the iPad in a cultural context? What is the overall cost to develop an application? This interview gives the opportunity to Frédéric Durand to answer all the questions allying culture to the current technological stakes.

Museums of London


KounterKulture, innovating cultural website

KounterKultureThe English website KounterKulture shows a new emerging relation between the contemporary artists and the art collectors. The latter and art amateurs can watch artists creating new works, live, online. They can also interact with the artist having an influence on the evolution of the artistic works. The website also gives access to updated studies on the art markets.


Iphone’s apps in museums, Pierre-Yves Lochon, 16th and 17th of November 2009

Les apps Iphone dans les musées, Pierre-Yves Lochon, 16 et 17 novembre 2009The massive diffusion of mobile phones and smartphones is a reality that tends to be constantly better taken into account by museums. This slideshow presents, through graphics and concrete illustrations, the materialization of this phenomenon and the economic and social stakes linked to it, in the perspective of a renewal of the perception of culture and cultural institutions. 

Visionner le slideshow


Club innovation et culture France

Club innovation et culture FranceFollowing the adaptation of traditional cultural institutions to new technologies, the website Club innovation et culture France recenses and analyses the different initiatives carried out by international museums. This platforms also connects professionals in the field of culture who are interested in this phenomenon and allows an access to up-to-date information on the practices of the different key-players of the sector. 

Visit the website


New devices, Culture and Education

Vasudevan, L. (2009). Performing new geographies of teaching and learning. English Education. 41(4), 356-374.

Performing new geographies of teaching and learningThis article explores instances of youth educating themselves beyond the boundaries of school, thanks to the “digital geographies” or the emerging landscapes that are being produced through the confluence of new communicative practices and available media and technologies. These cultural cartographies, grounded in theories of spatiality, literacies, and multimodality, are, for instance, used to analyze the social media practices. This study conceptualizes an innovating educational pattern, especially including the emerging communication pattern for adolescents’ literacies, through cultural cartographies.

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Schäfer F, 2009, “Ludic Philosophy”: Subjectivity, choice and virtual death in digital media, in Digital Cutlure and Education

Ludic PhilosophyThis article highlights the shift in the individuals’ relationship to the temporality and death resulting from the development of new technologies and virtual media. These transformations tend to offer a fundamentally different vision of time, less linear, which can be skipped, stopped, reversed or begun again. Death and time can for instance now be experienced in a ludic, playful, way by individuals, who can produce and consume virtuality in a same movement. In this perspective, the virtual world cannot be excluded of sociological and philosophical reflections on such themes. New modes of reception and of consumption are also analyzed, reconsidering the traditional negative perception of a passive individual, without any breathing space. Other subjectivities are thus developed through these new media. The implications in terms of pedagogy and education of the users are real, questioning the current approach of digital gaming and game design. 
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Grushka K. & Donnelly D., 2010, Digital technologies and performative pedagogies: repositioning the visual, in Digital Cutlure and Education

Digital technologies and performative pedagogies: repositioning the visual, in Digital Cutlure and EducationImages are part of our social environment and tend to become effective vectors of information. Their mass diffusion along with the development of new technologies make that their possibilities of reproduction and utilization of images grow significantly. This implies the necessity of integrating visuality in the methods of education of the next generations. Similarly, interactivity, experimentation or practices of creation/remix have to be taken into account. 

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Black R.,2010, The language of Webkinz: early childhood literacy in an online virtual world, in Digital Cutlure and Education

early childhood literacyWhile virtual environments and media oriented toward a very young public tend to become an effective part of our social life, few studies analyze these phenomena, although these latter are fundamental in terms of education and social evolutions. This article, focused on the example of Webkinz world, highlights the upsurge of new practices enabled by this kind of virtual platforms, notably in the process of literacy learning and in the elaboration of new ways of socializing. 

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Zimic S., Not so ‘techno-savvy’: Challenging the stereotypical image of the net generation, in Digital Cutlure and Education 

Challenging the stereotypical image of the net generation, in Digital Cutlure and Education

The net generation is understood as the generation born in the presence of the Internet and immerged in new technologies. Their relationship with the media is seen as different from the one of other generations, and is often described according to stereotypical approaches, which needs to be questioned. This article re analyses these visions, aiming at redefining the behaviors and habits of the new generations.  Thus, the main issue becomes explored is “what is it young people know when it comes to the Internet use and how is it related to the stereotypical image of the ´Net generation’?” The study suggests that the way of using Internet differs according to the age, the hobbies and that many activities appear as transversal and cannot be described as exclusively related to new technologies, and so to the net generation. 

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Mckenzie Wark, 2007, Gamer Theory, Harvard University Press

Gamer Theory

Mckenzie Wark compares in Gamer Theory the meeting of the virtual digital world and the real world. He analyses video games from a naïve point of view, as an utopist version of our own world.

The gamer theory explains the consequent gap between the quasi perfection of virtuality and the intrinsically imperfect playground of the everyday life in a capitalist society. The book depicts a world becoming a succession of always more imperfect games. This theory does not mentions the subject or the citizen but the living player in a world developed as a playground


Read the book


M. Moayeri, Classroom uses of social network sites: traditional practices or new literacies?

ipadThis study describes the experience of two teachers who had chosen to use the social networking site NING to develop a virtual online classroom in parallel to their physical classrooms. The main issue was here to understand if such practices could change the pedagogical approach of literacy and in which aspects it could support it,  accompany it or devaluate traditional ways of learning. 

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