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Game Worlds, 2025, ACMI. Photo © Matto Lucas.
ame Worlds, 2025, ACMI. Photo © Eugene Hylan

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Description

Game Worlds, a major new playable exhibition celebrating 50+ years of play, featuring 30+ videogames from the 1970s to today, with 44+ playable moments.

Go behind the scenes with original and rare design materials, concept art and objects, original builds and hands-on prototypes you won’t find anywhere else. Curated and built by ACMI, Game Worlds explores the connection between developers, players and technology. Told through the lens of iconic videogames, Game Worlds charts technical and design innovations, exploring how worlds evolve, extend and are transformed through player interaction.

Featured titles include international hits Minecraft (Mojang Studios), Final Fantasy XIV Online (Square Enix), World of Warcraft (Blizzard Entertainment), The Sims (Electronic Arts), The EIder Scrolls Online (ZeniMax Online Studios/ Bethesda Softworks), Neopets (World of Neopia), SimCity (Electronic Arts), Stardew Valley (ConcernedApe) and Australian release Hollow Knight: Silksong (Team Cherry).

The exhibition also features global indie games Guardian Maia (Metia Interactive), Terra Nil (Free Lives/Devolver Digital), and Celeste (Maddy Makes Games). Historical highlights include early home-computer classics from the 1980s and 90s The Sentinel (Geoff Crammond/Firebird), The Hobbit (Melbourne House), DOOM (1993) (id Software/Bethesda Softworks), and Team Fortress (Valve), plus groundbreaking 1970s titles Maze War (Greg Thompson and Dave Lebling), Colossal Cave Adventure (William Crowther), and Zork (Infocom).

Area size

500 to 1000 sqm, more than 1000 sqm

Availability

2029 / 2030 / 2031

Hiring fee

100 000 € - 200 000 €
Package format: Collection and interpretation
Minimum 3-month hire, monthly hire fee in AUD and upon inquiry. Tour package includes: AV + tech required to present the exhibition, games and custom made interactives + experiences. Ready to play content. Bespoke furniture and showcasing. Exhibition design + technical manuals. Comprehensive MarComms kit + assets cleared for tour. Exclusive merchandise and catalogues. Tour management + support.

Core experience

Immersive digital experience / Original collection / Hands-on activities / Panels and graphics

Collections

Technical objects / Digital art

Languages

English

Technical requirements

Details available on inquiry.

Available package options

Collection and interpretation / Content only

Add-ons

Education kit / Media kit / Exhibition tour kit / Easy translation / Catalogue / book / Merchandise

Highlights

Curatorial excellence / Immersive experience / Interactivity

Presented across three curatorial sections:

CREATING WORLDS
- Text commands, hand-drawn maps and borrowed access to mainframes brought early game worlds to life.
- Built on clunky machines and shared across primitive networks, they were shaped by people eager to explore a new technology.
- Games + Highlights: Maze War/PDP-10, Colossal Cave Adventure, Zork, Dungeons & Dragons, The Hobbit, The Sentinal, Neopets,
LAN Party/Team Fortress.

BUILDING WORLDS
- Game worlds are engineered as much as they’re imagined.
- Designers sketch ideas into concept art, then shape characters, terrain, architecture and atmosphere using code, geometry and visual trickery.
- Games + Highlights: 2pt Interactive, The Elder Scrolls Online, Glitch, World of Warcraft, Hero Sky, SimCity, Terra Nill, Guardian Maia, Hollow Knight: Silksong, gameObject Permanence.

LIVING WORLDS
- Game worlds are measured by imagination, not screen resolution.
- Player creations show how personal, contested and playful these spaces can become – transforming digital landscapes into sites of self-expression, experimentation and protest.
- Games + Highlights: FINAL FANTASY XIV Online, Player Count One. Love.exe, The Sims, Elden Ring, Speedrun / Celeste, Proptest and Play, Doom, Giant Controller / Isopod, Machinima, Minecraft / EyeMine, Cosplay, Stardew Valley

Additional information

- Game Worlds is for everyone, from the novice to experienced players, and families.
- It is a playful and interactive exhibition, offering visitors a vibrant and tactile experience to explore, discover and play with curiosity.
- Experience videogames in ways that are not possible at home.
- Uncover rare things, delve beneath the surface, and connect with communities.

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Original collections, Hands on and immersive, Art and Science
Museums and Galleries, Science Centres

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