%0 Conference Proceedings %T The Introduction of Computer and Video Games in Museums – Experiences and Possibilities %+ University of Turku %A Naskali, Tiia %A Suominen, Jaakko %A Saarikoski, Petri %Z Part 7: Celebrating Nostalgia for Games - And Its Potential as Trojan Horse %< avec comité de lecture %( IFIP Advances in Information and Communication Technology %B International Conference on History of Computing (HC) %C London, United Kingdom %Y Arthur Tatnall %Y Tilly Blyth %Y Roger Johnson %I Springer %3 Making the History of Computing Relevant %V AICT-416 %P 226-245 %8 2013-06-17 %D 2013 %R 10.1007/978-3-642-41650-7_21 %K Digital games %K museums %K exhibitions %Z Computer Science [cs]Conference papers %X Computers and other digital devices have been used for gaming since the 1940s. However, the growth in popularity of commercial videogames has only recently been witnessed in museums. This paper creates an overview of how digital gaming devices have been introduced in museum exhibitions over the last fifteen years. The following discussion will give examples of exhibitions from different countries and provide answers to the following questions: Can digital games and gaming devices be used as promotional gimmicks for attracting new audiences to museums? How can mainframe computers be taken into account in digital game related exhibitions? How has the difference between cultural-historical and art museum contexts affected the methods for introducing digital games? Is there still room for general exhibitions of digital games or should one focus more on special theme exhibitions? How are museum professionals, researchers and computer hobbyists able to collaborate in exhibition projects? %G English %Z TC 9 %Z WG 9.7 %2 https://inria.hal.science/hal-01455255/document %2 https://inria.hal.science/hal-01455255/file/978-3-642-41650-7_21_Chapter.pdf %L hal-01455255 %U https://inria.hal.science/hal-01455255 %~ IFIP %~ IFIP-AICT %~ IFIP-TC %~ IFIP-WG %~ IFIP-TC9 %~ IFIP-WG9-7 %~ IFIP-AICT-416 %~ IFIP-HC