You will find more than 300 exhibits in an interactive and experiment-friendly environment that conveys the cultural history of computer and video games. You are invited on an entertaining expedition to meet the game players of the 21st century. Numerous rare original exhibits, playable classic games and assorted media productions help you explore the world of "Homo Ludens Digitalis”.
Are computer games the popular harbingers of a new culture? The home computer was transformed into a gaming machine more than 30 years ago. Digital games have since contributed to the spread of the computer more than all other applications. The new medium conveys the message of interaction - everyday participation and creative options are increasingly being realised on globally organised interactive networks. In a remarkably short space of time, the digital game has changed the face of social communication as radically as the printing press or film did in their respective heydays. Long disregarded as mere children's toys, computer games have now become the focus of popular attention and are considered to be the first "digitally born artifacts". In his epochal book "Homo Ludens" (The Playing Man) from 1938, Johan Huizinga described a cultural generation that emerged from the world of games. Are we now entering the world of "Homo Ludens Digitalis"? Are we experiencing the delineation of the next society in his new game?
Humans distinguish ourselves above all by our ability to play. We can play through scenarios on a symbolic level which relate to his physical, worldly existence - in order to gain insights into the real situation. The history of progress and civilisation is fundamentally linked with the pleasure of playing in a social context, both in present-day society and in the future. The first part of the exhibition prepares the visitor for the first stage of the journey into the world of "Homo Ludens Digitalis". Virtuality and interaction are introduced as historical issues relating to the "playing man" and as intrinsic connotations of the computer game medium.
The history of the computer game is primarily a history of great technological inventions. Only what is technically possible can be applied to the new game-culture. Inversely, computer games offer an excellent and intuitive insight into the respective phases of the evolution of the computer itself. The playful application of computer technology often serves as the catalyst for invention and development.
The second part of the exhibition conveys the fusion of technology, human creativity and game culture in a historical context, with the aid of the often rare original exhibits.
The third part of the exhibition explores the ramifications of global digitalisation - both in relation to society as a whole and to the individual. Which characteristics and skills will be needed in the future? What opportunities and risks are associated with the establishment of virtual worlds? What developments can we expect?