Given that Rome is such a historic city, how will GAMM bridge the gap between traditional art and video games as a modern cultural medium? Rome is a city of great significance because, by definition, it is the undisputed and universal capital of art and culture worldwide. This holds strong symbolic value for us, as promoting video game culture— which has faced and continues to face many battles to gain legitimacy— within Rome takes on a special and unique meaning. Furthermore, our museum is located in a historic square
in the center of Rome, within a 19th-century building featuring 8-meter vaulted ceilings. Here, we have chosen to preserve the building’s ancient charm and traditional Roman style, representing classical art, while integrating the power of contemporary technology. This contrast between the old and the new perfectly symbolizes the relationship between video games and Rome. Of course, among the historical exhibition pathways,
there had to be a section dedicated to video games set in Ancient Rome. This is particularly interesting for visitors who are passionate about video games, but also for those who are drawn to the city, whether they live here or are tourists. Combining these two interests allows them to explore the millennia-old Rome through interactive works, creating a unique experience that enriches their understanding of both the city and the video game medium.
What impact do you hope GAMM will have on the perception of video games within Italy’s cultural landscape, particularly as a recognised form of cultural art and expression? We believe that GAMM offers great support in shaping the correct perception of video games and their cultural value. We think that, in this regard, Vigamus has already done an excellent job for 12 long years, and today we can see the improvements in this landscape. We also hope that we have, indirectly, inspired many other initiatives that have contributed to the recognition of video games as culture over the years. Culture should always unite;
therefore, GAMM, even more than Vigamus, will be open to dialogue and collaboration with any other institution. In culture, we have no rivals, no competitors, but
friends, partners, and other entities that we embrace. Culture is built by connecting the dots in an inclusive way. It’s not about fighting battles but collaborating for the common good of promoting the digital artistic heritage of video games and its cultural legacy. Thus, from the city historically known as Caput Mundi,
we want to send this very message: we aim to be an antenna that, in Italy, Europe, and internationally, attracts interests, energies, ideas, proposals, and collaborations to create something great together. In other words, we want to create a true family of those who care about the culture of video games. We hope that, in our own small way, all the visitors of GAMM, even almost unintentionally, will become “evangelists” of video games, witnessing the value and beauty of this medium. This is our greatest mission.
Are there plans to collaborate with other cultural institutions, festivals, or schools to expand GAMM’s influence and educational reach? Absolutely. We are always very active in the field of education and are developing important university projects. Personally, I have been teaching for about 15 years at the University of Rome Tor Vergata, in the Faculty of Humanities. My course is dedicated to the cultural identity of video games, their history, and also the journalistic aspects, as I come from a background as a video game journalist. So yes, collaborations, especially in the educational
field, are extremely important to us and will always be a major focus.
What challenges did you face in establishing GAMM (whether financial, logistical, administrative, or from the wider cultural establishment), and how did you overcome them to make this vision a reality? Well, the challenges we faced to create the GAMM were enormous. Enormous. Just think, when we created the
“Our biggest challenge—and at the same time, our greatest strength—will be giving visitors the opportunity to discover something new every time they return”
20 | MCV/DEVELOP December/January 2025
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