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.
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.
In September, we are going to be hearing from collectors, from both sides of the Tasman. Private collectors are extraordinarily knowledgeable about the history of games. Some are also engaged in software preservation activities. This month, we bring you their responses to questions about how they got started, their passion and motivations, and the local historic significance of their collections. Do take the opportunity to ask our guest bloggers any questions you have, or contribute your own memories. Our first two collectors are some of the guys behind the wonderful Sega Survivors site, which profiles the Sega SC-3000 microcomputer. It was the only programmable computer Sega ever released, and was distributed in only a few markets outside of Japan, which is why North Americans know very little about it…
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.
Sega Survivors – Andrew KerrWhat got you started collecting on/around the area of games? I was an avid reader as a child and you could argue that my original game collection consisted of all the Choose Your Own Adventure and Fighting Fantasy books! My transition to collecting computer games began when the electronic gaming industry reached the ... Read More »
Conference reportOn 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 playersThe 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 CollectionThe 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 ComputerspielemuseumThe 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 »