The earliest records in the archive sit here because the earliest playable machines were not products. A relay-driven cabinet that played the mathematical game Nim at a world's fair, a vacuum-tube tic-tac-toe machine built for a Canadian exhibition, a British computer shown at a national festival to explain what computing even was: all of them were demonstrations. Their builders wanted to make an abstract technology legible to a crowd, and a game turned out to be the clearest way to do it. Play was the teaching method rather than the product.
Research machines produced a second wave. An oscilloscope at a national laboratory volleyed a ball across a simulated net for visitors on an open day. Doctoral work at Cambridge put noughts and crosses on a cathode-ray tube. Students at MIT wired a light pen to a computer and watched a simulated mouse search a maze they had drawn themselves. None of this was commercial, and much of it was dismantled or forgotten once the demonstration ended. Recovering the record has taken decades of patient work by archivists and by the surviving participants.
The category matters because it set patterns the business later inherited. A space duel written on a PDP-1 in the early 1960s was copied freely from one installation to the next and became a standard way of showing what a computer could do, which is roughly how software moved before anyone charged for it. Text adventures, networked shooters and shared multi-user worlds all began on institutional hardware paid for by somebody else. Entries filed here are the prehistory of everything that follows, and they read best in that light.