G|A|M|E

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    • G|A|M|E – n. 1/2012
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    • G|A|M|E – n. 2/2013
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    • G|A|M|E – n. 3/2014
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    • G|A|M|E – n.4/2015
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    • G|A|M|E – n. 5/2016
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    • G|A|M|E – n. 8/2019
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    • G|A|M|E – n. 9/2020
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Category Archives: 4/2015 Critical Notes

L. Argenton, S. Tiberti, Psicologia del videogioco. Come i mondi virtuali influenzano mente e comportamento

Federico Giordano (Università per Stranieri di Perugia)
  PDF Download  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 ...
Category > 4/2015 Books, 4/2015 Critical Notes

Lego: When video games bridge between play and cinema

Mattia Thibault (Università di Torino)
    PDF Download    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, ...
Category > 4/2015 Critical Notes, 4/2015 Miscellanea

Jenna Ng (ed.), Understanding Machinima. Essays on Filmmaking in Virtual Worlds

Vincenzo Idone Cassone (Università di Torino)
  PDF Download  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 ...
Category > 4/2015 Books, 4/2015 Critical Notes

Towards a typology of video game trailers: Between the ludic and the cinematic

Jan Švelch (Charles University in Prague)
  PDF Download  This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game trailers based on their relation to ludic ...
Category > 4/2015 Critical Notes, 4/2015 Miscellanea

It wasn’t even acceptable in the Eighties: Hotline Miami and snuff films

Hugo Gelis (Université Paul-Valéry Montpellier 3)
  PDF Download  Abstract Hotline Miami is a game of massacre whose aesthetics are borrowed from an idealized version of snuff films. Along with their bloodyness, it remediates their supposed means of production: a poor quality videocassette that is viewed on an old cathode ray tube television. Artifacts of these technologies contemporary to ...
Category > 4/2015 Critical Notes, 4/2015 Miscellanea
G|A|M|E (ISSN: 2280-7705)
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