Welcome to the Popular Memory Archive!

Digital games make up a significant but little known chapter in the history of the moving image in Australia and New Zealand. This site aims to exhibit some of the significant local games of the 1980s era, and collect documentation in order to remember early games through popular memory.

It features a curated exhibition of information about fifty 1980s Australian and New Zealand Games, and the Creators and Companies behind them.  We are also running a Blog with changing monthly themes.

In June, we ran the Born Digital and Cultural Heritage conference which brought together people working and doing research in the area of born digital cultural heritage and its preservation — you can listen to most of the talks here.  We will be back in September with some more great guest bloggers.  In the meantime, please peruse the exhibition and contribute your memories.

Help us to build a database of information about 1980s computer games: make comments on the games and companies, contribute your memories and artefacts, and participate in the action on the blog, with our special guest bloggers.

The Popular Memory Archive has been researched and compiled by Angela Ndalianis, Helen Stuckey, and Melanie Swalwell. The database was designed by Denise de Vries.

  • Conference report

    On the 19th and 20th June, 2014, the Play It Again team welcomed a fabulously diverse group of  scholars and practitioners to Melbourne's Australian Centre for the Moving Image for the Born Digital and Cultural Heritage conference.  In attendance were Humanities and Computer Science researchers, lawyers, archivists, conservators, librarians, game and net.art ... Read More »
  • Cataloguing video/computer games – pitfalls for new players

    The issues for collection managers around games cataloguing are difficult and that may well be why we find 30 years on, the institutional collection and cataloguing of this material is somewhat limited. Similar to the new challenges of ‘Time-Based Media’ cataloguing we find ourselves with the complexities of hardware, software, documentation, versions, ... Read More »
  • The William A. Higinbotham Game Studies Collection

    The William A. Higinbotham Game Studies Collection (WHGSC) at Stony Brook University is dedicated to documenting the material culture of screen-based game media in general and in specific, collecting and preserving the texts, ephemera, and artifacts that document the history of a 1958 computer simulation designed by Higinbotham that, over ... Read More »
  • The Collection of the Computerspielemuseum

    The history of the collection began when the museum was founded in 1996 by purchasing video game consoles and complementary accessories at auctions and car boot sales.  Afterwards it was mainly focused on acquisitions for special exhibitions contributing to a continuously growing inventory of both software and hardware.  Since the opening of ... Read More »
  • Curators speak about their collections

    The curation of videogames, their collection and preservation creates new challenges for the Museum. In 2002, Stanford curator of History of Science and Technology and Film and Media collections Henry Lowood called for new institutional and curatorial models capable of addressing videogames. Yet in a 2011 survey on the state of Digital ... Read More »

Recent Comments

Melanie Swalwell:

Hi Jim, Your STAP project looks great. Laine will be a great support ...

Jim Salmons:

BTW, that thanks is especially to Melanie Swawell for the incredible w ...

Jim Salmons:

Henry, This is almost like being there without the backwards swirlin ...

Featured Games


“Goldfields” is a simulation of a nineteenth century gold rush.  It is designed to give students a “feel” for the social history of the gold rushes. As a player, you ... Read More »

View the Games archive »

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