Exhibition opening: #DKgame – Screen trolls, assassins and train surfers
Royal Danish Library invites you to the opening of the exhibition #DKgame - Screen trolls, assassins and train surfers in The Black Diamond. It is free to participate and everyone is welcome!
Programme
- Free entrance to the exhibition
- Triband and Astralis present fun and crazy computer game activities
- Speech by Minister of Culture Jakob Engel-Schmidt
- Snacks and refreshments
Festive exhibition opening with free admission
The exhibition opening offers both free entry to the exhibition and lots of fun activities. The history of Danish computer games is told in the exhibition, where it is also possible to try playing landmark computer games from five decades, just as you can play your way through the exhibition in the special mobile game Everything at stake - The dangerous history of computer games.
There will also be other activities at the opening. Build your own gaming gadget in the creative workshop, play the world's simplest game, Line Wobbler - and try other crazy and fun computer game activities presented by the game development company Triband and the e-sports team Astralis. Minister of Culture Jakob Engel-Schmidt gives a speech and the Royal Danish Library offers snacks and refreshments.
A universe of imagination, community and research
In this year's big exhibition #DKgame - Screen trolls, assassins and train surfers, the Royal Danish Library zooms in on the history and importance of computer games to our lives. Based on the library's collection of more than 4,000 Danish-produced computer games from the 60s to today, the exhibition will pay tribute to the internationally recognised and often experimental, playful and narrative games of the Danish game industry.
The exhibition opens up the history of Danish computer games as a universe of imagination, community and research. In the exhibition, visitors can delve into the fascinating universes of computer games, explore the impact of computer games on other parts of our lives, hear the researchers' take on how "gamification" affects our everyday lives and, not least, try playing games from five decades - from the screen troll Hugo to the VR game What the Bat?