9 January, 2026
acmi-s-game-worlds-exhibition-explores-the-evolution-of-gaming-culture

The Australian Centre for the Moving Image (ACMI) in Melbourne has launched a groundbreaking exhibition titled “Game Worlds: Playable Exhibition,” showcasing the evolution and cultural impact of video games. This exhibition, which opened in September, invites visitors to explore iconic games like “Doom” and “Dungeons & Dragons” in an interactive setting, highlighting the profound influence of gaming on modern culture.

Curated by Bethan Johnson and Jini Maxwell, with consulting curator Marie Foulston, the exhibition offers a unique opportunity for visitors to engage with gaming history. The exhibition is a testament to the rapid technological advancements in gaming, as demonstrated by a 3D-printed LEGO brick version of “Doom,” created by Wētā Workshop graphics engineer and YouTuber @ancientjames. This miniature marvel underscores the incredible miniaturization of technology, aligning with Moore’s Law, which predicts the doubling of transistors on microchips every two years.

The Cultural Significance of Gaming

ACMI’s exhibition delves into the cultural significance of gaming, drawing parallels between the virtual worlds of video games and broader societal themes. The exhibition space, located beneath Federation Square, transforms traditional gallery experiences into interactive playgrounds where visitors can immerse themselves in the worlds of “SimCity 2000,” “Neopets,” and other classic games.

According to Johan Huizinga, a Dutch theorist, play is a fundamental condition for civilization. ACMI’s exhibition echoes this sentiment by presenting video games as cultural artifacts that shape and reflect societal values. The exhibition encourages visitors to consider the role of “world building” in video games and its implications for cultural development.

From Tabletop to Screen: The Evolution of Gaming

The exhibition traces the evolution of gaming from tabletop role-playing games like “Dungeons & Dragons” to immersive digital worlds such as “Final Fantasy XIV.” This transition highlights the increasing complexity and sophistication of gaming experiences, as well as the growing influence of technology on game design.

One of the exhibition’s highlights is “love.exe,” a commission by Jarra Karalinar Steel for the City of Melbourne. This installation, inspired by “Baldur’s Gate 3,” features a pulsating shrine to the game’s protagonist, Astarion, inviting visitors to explore the intersection of digital and physical realities.

The Impact of First-Person Shooters

The exhibition also examines the impact of first-person shooter (FPS) games on public consciousness. Since their rise in the early 1990s, FPS games like “Quake,” “Counter-Strike,” and “Halo” have shaped perceptions of virtual warfare and influenced gaming culture. These games, often played in LAN parties, reflect societal themes of competition and survival.

“Game worlds are not the world. We are here to effectively track the move from table-top games like D&D to screens, via genuinely exciting moments such as Infocom’s Zork (1980), and on to fully immersive worlds like Final Fantasy XIV.”

Gaming as a Cultural Experiment

The exhibition positions video games as cultural experiments, offering insights into the ways ideology and entertainment intersect. By presenting games like “Celeste,” which explores themes of anxiety and depression, the exhibition highlights how video games can serve as powerful storytelling mediums.

Epic Games’ “Fortnite: Battle Royale” and Team Cherry’s “Hollow Knight” are showcased as examples of the thriving Australian gaming industry. These games demonstrate the global reach of digital distribution and the cultural significance of gaming as both an art form and a social phenomenon.

The Historical Context of Gaming

The exhibition provides historical context by exploring the origins of modern gaming. From the Prussian Army’s “Kriegsspiel” to Gary Gygax and Dave Arneson’s “Dungeons & Dragons,” the exhibition traces the lineage of role-playing games and their impact on contemporary gaming culture.

ACMI’s exhibition also features video art inspired by “Grand Theft Auto,” critiquing contemporary war technology companies. This aspect of the exhibition underscores the complex relationship between gaming, art, and societal critique.

Future of Gaming and Cultural Institutions

As gaming continues to evolve, ACMI’s exhibition prompts reflection on the future of cultural institutions. By transforming public spaces into interactive playgrounds, ACMI highlights the potential for art and culture to adapt and thrive in a digital age.

The exhibition’s success lies in its ability to engage visitors of all ages, offering a space for reflection, play, and exploration. As gaming becomes an increasingly integral part of cultural discourse, exhibitions like “Game Worlds” play a crucial role in shaping our understanding of this dynamic medium.

In conclusion, ACMI’s “Game Worlds: Playable Exhibition” is a celebration of gaming culture, offering a comprehensive exploration of its history, impact, and future. By bridging the gap between art and play, the exhibition invites visitors to consider the cultural significance of gaming and its role in shaping modern society.