Our collection

Our collection is divided by themes and shows the development of personal computers and video game consoles. In our large rooms we show a lot of devices, we have media stations running and we invite you to try out the games. Additional texts will provide background information and explain the objects in the context of history .

The museum is divided into four rooms. Within each room, we have sections with a chronological order. Each section consists of game stations, exponates and media stations (interactive audio and video station).

Room 1

The birth of digital information processing

It took over 30 years until computers became „personal“. A small exhibition shows large computers and mini computers that were used until the first home computers arrived on the market.

Information about the section >>

Computers for constructors

The first people to call a home computer their own were constructors, who found construction plans in magazines. With a lot of enthusiasm and talent they built and programmed their own computers (including CPUs). It was the time, when the names of Bill Gates and Steve Jobs appeared in the newspapers for the first time.

Information about the section (german only) >>

Room 2

Birth of an industry, birth of a culture - From hobbyists to a world wide phenomena

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After games for large computers and Ralph Baers prototype of a game console, the era of video games started in 1972 with Magnavox Odyssey and Pong by Atari. After the world wide success of Pong, Atari is market leader for arcade games. By 1977 Atari is also successful in the game console market with it's Atari VSC. A large amount of systems and games available on the market leads to an exponential growth of the video game industry - but it is a bubble that will burst soon.

More informationen about game consoles in room 2 (german only) >>

The first complete computers

At the next station, computers like the Commodore PET-2001 and appurtenance are shown. The CP/M operating system and World Star appear and networks start to link computers but instead of internet, magazines were the top source for information.

8 bit computers - From private intrest to the consumer market

The 8 bit home computers of the 80's were the first computers for a critical mass of people, because they were cheap and offered a good usability. Despite functional applications being available, games were the most important reason for young adults to buy these computers. The gaming industry becomes more and more professional and is trying to offer better and more exciting game play.

During the peak of the 8 bit computer era a lot of companies went into the market. The Commodore 64, computers from Atari and the Schneider CPC were the most popular computers in Germany. In Japan, many computers implemented the MSX standard. IBM brought the first 16 bit consumer PC to the market. At first, it was not a great success, but 20 years later IBM compatible computers are still the big players on the market.

Room 3

War of consoles - The fight for markets during 80's and 90's and resulting innovations

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In 1983 many users are confused by the huge mass of different systems and games. Therefore only a few incidents were enough to crash the western market. While the Japanese market is still running fine, the western market needs 2 years for it's recovery until 1985.

The crash is followed by an economic war between the two large companies Sega and Nintendo and some smaller manufacturers. Technology is therefore developing fast. Within 15 years pixel graphics and chiptune music are replaced by realistic 3D effects and orchestra music. The second wave of many different consoles does not lead to a crash, instead the field is reduced to three companies which are still in the market today: Nintendo, Microsoft and Sony.

Informationen about consoles in room 3 (german only) >>

16 bit and 32 bit-Computers - Digital Artists, blühende Szene

16 and 32 bit devices enter the market, Amiga and Atari are famous. Important topics are: Hardware, graphics, sound, games, game culture in Germany (and also software piracy). A.Eon and ACube are still manufacturing Amiga computers today, Hyperion improves the AmigaOS operating system. The section is not strictly divided by technical facts, but covers the time frame from 1985 (market start of Atari ST and Amiga 1000) to 1993. Some 8 bit computers can also be found.

Room 4

Gaming in micro- and macrocosmos - Mobile Gaming

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Today's world is full of video games and their cultural codes, because video games have a history of more than 40 years and for many people, video games are part their vita. Today, video games can also be found outside of their traditional standard setup (TV, game console, modules, input devices). Video games move foreward to mobile devices and at the same time gaming becomes more intense by virtual reality and complex simulators.

Information about consoles in room 4 (german only) >>

More dimensions - on computers and portable devices

Since the 90's the personal computer is dominated by Microsoft Windows, but other products are not. Since the 90's the personal computer is dominated by Microsoft Windows, but other products are not. The modular design leads to lower prices and it becomes a great seller. The competition and fast developing technology results in two trends: gaming on portable devices (and therefore mobility) and extension of game play by 3D.

Information about computers in room 4 (german only) >>