Netmarble and Nexon Head to Museums
How Do Disappearing Games Get Preserved?

Games have entered glass display cases. Devices once consumed in the corners of arcades with button sounds, games played through the night before monitors in rooms — they are now placed under museum lighting. Screens are off, but the explanatory text in front of them says: this is not simply a trace of entertainment but a record of an era''s technology, sensibility, and the culture people created together.

Netmarble and Nexon, Game Companies Heading to Museums
A notable trend in the domestic gaming industry recently connects with this change. The key task of domestic game museums is becoming clear: corporate-operated museums will naturally be structured around the company''s own IP and brand, which can create constraints on balanced recording of the entire industry.

However, corporations are simultaneously the entities possessing the most essential materials needed for game archiving. Raw materials from development processes, service operation records, histories of patches and updates, and materials analyzing user responses are mostly preserved inside game companies. When these are connected with records of user culture scattered across external communities and platforms, games can be preserved not as simple products but as a comprehensive temporal experience.

The key question is ultimately how far corporations will open their materials in public ways, and how they can be connected with external user records and organized into interpretable forms. For domestic game museums to go beyond promotional venues to become cultural infrastructure, they must demonstrate their next-level role precisely at this point.

How Does a Game Become History?
Games are already within the domain of culture. But the declaration of having become culture alone is not sufficient. The process by which film, music, and literature have been recognized as culture has always involved systems of recording, preservation, and interpretation — works remaining, production processes being organized, and audience experiences and social responses accumulating around them. Games are no exception.

Games in particular are a medium that easily disappears depending on technological environments and service conditions. Preserving games means not simply collecting old devices and packages but recording the technological conditions, user sensibilities, industrial structures, and play culture of an era together. What entered the museum''s glass display case is not simply old game consoles but the change of beginning to view games as culture that must be recorded and interpreted.