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The volume is the product of the studies presented during the Postcinema section of Gorizia Magis Annual Spring School, held during Udine Filmforum, but this is a case where the value of the contributions exceed the simple proceedings of a conference: the ambitious aim of this book is ...
P. Harrigan, M.G. Kirschenbaum (eds.), Zones of Control. Perspectives on Wargaming [The MIT Press, 2016]
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A wargame is a game that “realistically” simulates a military conflict of any size and length, from a one afternoon skirmish between infantry platoons in an area of a few square miles to a global war lasting several years such as the First or Second World War. The ...
Games on Games. Game Design as Critical Reflexive Practice.
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[caption id="attachment_3021" align="aligncenter" width="610"] "The Metagame" ©2016 Local No. 12, LLC. Thanks to Eric Zimmerman and John Sharp[/caption]
In September 2013, the editors of this issue of “GAME The Italian Journal of Game Studies” hosted a panel at the DiGRA conference in Atlanta, to explore video game design as ...
Re-framing video games in the light of cinema
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In its fourth issue G|A|M|E interrogates the complex relations between video games and cinema, revising and reflecting on a topic controversially debated over the past ten years. The relationship between these two media is layered and they are interconnected not only through their textual fabric (sharing and influencing ...
L. Argenton, S. Tiberti, Psicologia del videogioco. Come i mondi virtuali influenzano mente e comportamento
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Identità, immersività, patologia e tecnologia positiva: oltre i luoghi comuni sui videogioco
Stefano Triberti e Luca Argenton, entrambi dottorandi di ricerca, l’uno presso l’Università Cattolica, l’altro presso l’Università Bicocca di Milano, hanno dato alle stampe, per le edizioni Apogeo, un testo dedicato ad una branca peculiare dello studio dei ...
Video games, cinema, Bazin, and the myth of simulated lived experience
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Abstract
Video games theory has advanced far enough that we can use it to reevaluate film theory as a result, en route to broader, transmedial theorizing. This essay looks particularly at how video games can be seen as participating in and advancing Andre Bazin’s “Myth of Total Cinema”, and ...
Lego: When video games bridge between play and cinema
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This paper proposes an exploration of the Lego Transmedia World. The starting point is a definition of a Lego aesthetics based on four characteristics: modularity, translatability, intertextuality and a tripartite nature of Lego minifigures. A brief analysis of the most popular types of Lego products – toys, games, ...
Jenna Ng (ed.), Understanding Machinima. Essays on Filmmaking in Virtual Worlds
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Understanding Machinima. Essays on Filmmaking in Virtual Worlds (Bloomsbury 2013, edited by Jenna Ng) is an intriguing incursion into the world of machinima from a Media Studies point-of-view, trying to address the topic beyond game's environment, in connection with the evolution of the contemporary mediascape.
Machinima is a recent technology/performance/art/tool ...
Technology evolution and perspective innovation. 3D and spatial depth today and yesterday
The second issue of G|A|M|E investigates 3D technologies and their implications for the video game world. The concept of 3D, in this context, refers to both stereoscopy and, more generally, tridimensional systems of representation that have been dominant in video games since the early 1990s. The contributions to this issue ...
Digital aesthetic forms between cinema and television: the need for new research directions
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A. Twentieth [note Enrico Menduni, Antonio Catolfi, paper presented at Consulta Universitaria del Cinema annual Conference: En sortant du cinéma. Gli studi di cinema oltre in cinema, Università Roma Tre, Aula Magna, July 5, 2012. Enrico Menduni wrote the first paragraph, Antonio Catolfi wrote the second paragraph. Both ...
All of us, players. Pathways in the diffusion of digital gaming: relocations, pervasiveness, gamification
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G|A|M|E – Issue 1
In our first issue, we have invited scholars and researchers from various fields to reflect on the diffusion of the video game medium outside of its established contexts. This phenomenon should lead us to reconsider the object of our research as part of a wider ...
Homo ludicus. The ubiquity of play and its roles in present society
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In the last decades new technologies, the rearrangement of living and labour time and other less visible cultural factors have brought some significant historical modifications to the traditionally separated area of the ludic. New types of games have emerged and the threshold between play and reality has been ...
Scienze cognitive e game design. Progettare dinamiche di gioco non finalizzate a un obiettivo
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Stiamo vivendo gli anni della gamification: game designers e teorici del game design dibattono sui modi di trasporre meccaniche di gioco in servizi, applicazioni e marketing tools non strettamente legati al gioco. La gamification è finalizzata a determinare nel giocatore/utente un comportamento. Nella retorica che supporta la gamification ...
+10! Gamification and deGamification
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This article investigates the cultural meaning of gamification and of its degamificator power. In particular we will see what gamification is (+1), which are the levels of analysis (+2), how gamification makes explicit how culture derives from the game (+3) even if they are different things (+4), how ...
ALL OF US, PLAYERS
[ENG] Pathways in the diffusion of digital gaming: relocations, pervasiveness, gamification
For its first issue, G|A|M|E proposes an inquiry into the diffusion of the videogame medium outside of its established contexts: a phenomenon that leads us to reconsider the object of our research as part of a wider media ecology.
Transformations in ...
