Abstract

Germany may be the second largest market for videogames in Europe after Britain, but its recognition of the cultural impact of computer games is rather unique. The first videogame museum in the world, the Computerspiele museum in Berlin is thriving on the German state’s support of non-profit initiatives dedicated to develop digital media literacy. Since the museum’s founding in 1997, its activities have been steadily branching out from the initial goal of providing an educational venue focused on computer game culture. At its cramped office space in the Marchlewskistr. 27, the museum hosts Europe's largest collection of entertainment software and hardware. The archives also contain a collection of publications. Its exhibitions range in scope with of late a focus on exhibiting the work of artists using videogames as an artistic medium. The museum is also involved in research related to digital media archiving and preservation. My visit took place on the eve of the upcoming move to larger quarters that presume a permanent exhibition, a public library, and facilities for academic research.

Highlights

  • Germany may be the second largest market for videogames in Europe after Britain, but its recognition of the cultural impact of computer games is rather unique

  • We were commissioned by a non-profit organization, the “Foerderverein fuer Jugend und Sozialarbeit e.V.” (Association of Social Work Service for Juveniles), in Berlin, which was founded in the early nineties

  • I joined a project by the FJS, which was concerned with pursuing models other than restriction – its goal was to sensitize parents and teachers about the educational value of computer games

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Summary

CLAUDIA PEDERSON

Germany may be the second largest market for videogames in Europe after Britain, but its recognition of the cultural impact of computer games is rather unique. The first videogame museum in the world, the Computerspiele museum in Berlin is thriving on the German state’s support of non-profit initiatives dedicated to develop digital media literacy. Since the museum’s founding in 1997, its activities have been steadily branching out from the initial goal of providing an educational venue focused on computer game culture. 27, the museum hosts Europe's largest collection of entertainment software and hardware. The archives contain a collection of publications. The museum is involved in research related to digital media archiving and preservation. My visit took place on the eve of the upcoming move to larger quarters that presume a permanent exhibition, a public library, and facilities for academic research

How does one become a curator of a videogame museum?
Does the museum initiate publications?
Your work also pertains to schools and youth related projects?
Are you in contact with other computer game archives?
Though they must have something in their basements?
What is your relationship with the art world?
These characters are based on old Russian fables also?
And your interest in videogames?

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