Museums and video games: how can experimentation be turned into a market?
From its early days to ministerial platforms, gaming has established itself as a tool for promoting cultural heritage. Public investment is opening up new opportunities; the challenge is to turn these into sustained demand and an opportunity for learning and participation
Key points
A science museum bringing its collections to Fortnite, an exhibition tracing eighty years of video game history, and the Ministry of Culture choosing the 22nd edition of LuBeC to present its cultural gamification projects. Three initiatives, taking place between 13 and 15 October 2026, which, from three different perspectives, highlight the growing role of video games in the Italian cultural landscape. This coincidence in timing draws attention back to a phenomenon that is by no means new, but which is now gaining fresh momentum thanks to the evolution of digital technologies, the spread of video game languages and, above all, the growing interest from public policy makers.
We are talking about a sector which, according to IIDEA, the trade association for the video games industry in Italia, generated a market worth 2.386 billion euros in 2025. A figure which, on a European scale, soars to 29.7 billion euros across the 16 markets analysed in the report by Video Games Europe and European Games Developer Federation, with an audience of 199 million players. Whilst these figures do not represent the economic value of cultural gamification – which remains difficult to quantify – they do illustrate the scale of a market and the spread of a language that even cultural institutions can no longer ignore.
The trial takes shape
But what exactly has happened over the past week? First and foremost, it was LuBeC, the annual event dedicated to innovation in the cultural sector, where the Ministry of Culture presented a series of projects that use gaming as a tool for learning about and promoting cultural heritage. The initiatives range from archaeology to libraries: ArcheoMinecraft, developed by the ‘Pompeo Aria’ National Etruscan Museum in Marzabotto in collaboration with the Golinelli Foundation, reconstructs an Etruscan city in a virtual environment; Book Side, created by the National Library of Potenza in collaboration with Effenove, transforms the discovery of library services into an interactive experience; whilst Marginalia, developed by the State Library of Lucca in collaboration with Bean Adventure Agency, aims to attract new audiences to the library’s heritage through the dynamics of play. In Naples, The Stories of the Aragonese: The Secret of the Coffins, a project by the Superintendency carried out in collaboration with Grifo Multimedia and the Lapej studio, takes its cue from the restoration of Aragonese funerary artefacts to create a walking tour through the streets of the historic centre.
During the same period, in Florence, the Museo Galileo presented Galileo Legacy, an experience developed in collaboration with Dot Beyond within Fortnite. Funded by the Ministry of Culture through the PNRR, the project brings the heritage of an Italian museum to one of the world’s most popular gaming platforms. Telescopes, astrolabes and armillary spheres become tools for tackling puzzles and missions inspired by the scientific method, bringing museum content into an environment already familiar to millions of players. A different kind of initiative comes from M9 – Museo del ’900 in Mestre, which, with the exhibition ‘PLAYERS. Games, video games, culture and society’, curated by Fabio Viola alongside Michelangela Di Giacomo, Giuseppe Cosenza and Damiano Bordoni, turns the perspective on its head: it is not the museum that uses video games to showcase its heritage, but rather the video game itself that becomes the subject of the museum’s investigation, through an exhibition that traces its technological, cultural and social evolution.
From the museum to virtual worlds: ten years of experimentation
The relationship between museums and video games is nothing new. The research “Video games, gamification and museums in Italy. A quantitative analysis and qualitative in-depth study”, published in 2023 in *Economia della Cultura* and based on a survey of the 500 leading Italian museums, identified 80 gaming and gamification initiatives across 63 cultural institutions. This is not an exhaustive survey, but it is indicative of a phenomenon that, over the last decade, has seen a proliferation of projects, approaches and ways of engaging audiences.





