Forte di una base d’utenza e un fatturato smisurati, il videogioco si conferma essere uno dei linguaggi principali della contemporaneità. Le sue specificità grammaticali, come l’interattività opportunamente definita, il rapporto tra game e play, la dicotomia ormai risolta tra analisi ludologica e narratologica, ci permettono di riflettere sulle forme della narrazione interattiva e, per contrasto, sulla narrazione tradizionale, sul rapporto tra significante e significato, tra autore, opera e fruitore.
Testi critici e saggistica
Libri
– Enzo D’Armenio, Mondi paralleli. Ripensare l’interattività, Edizioni Unicopli, 2014
– Hamelin, Hamelin 49. Videogiochi: un altro modo di raccontare, ottobre 2020
– Vladimir Jankélévitch, L’avventura, la noia, la serietà, Einaudi, 2018
– Paolo Jedlowski, Storie comuni. La narrazione nella vita quotidiana, Mondadori, 2002
Articoli online
– Stefano Caselli, “Subterranean Homesick Players”. Abitare spazi digitali, costruire identità digitali, Specchioscuro, 2019
– Nicolas Esposito, A Short and Simple Definition of What a Videogame Is, Researche Gate, 2005
– Reece Goodall, Player disconnected? A look at ludonarrative dissonance in gaming, The Boar, 2018
– Tilo Hartmann, The “Moral Disengagement in Violent Videogames” Model, Game Studies, 2017
– Clint Hocking, Ludonarrative Dissonance in Bioshock, Click Nothing, 2007
– Daniel Muriel – Garry Crawford, Video Games and Agency in Contemporary Society, Researche Gate, 2018
– Richard M. Ryan – C. Scott Rigby – Andrew Przybylski, The Motivational Pull of Video Games: A Self–Determination Theory Approach, Springer Science, 2006
Videosaggi disponibili su YouTube
– A Thousand Ways of Seeing a Forest, Jacob Geller, 2021
– Can We Make Talking as Much Fun as Shooting?, Game Maker’s Toolkit, 2019
– Dark Souls 3 is Thinking of Ending Things, Jacob Geller, 2021
– Errant Signal – The Beginner’s Guide, Errant Signal, 2016
– Errant Signal – The Stanley Parable, Errant Signal, 2013
– Fear of Depths, Jacob Geller, 2020
– How Edith Finch Handles Death, Jacob Geller, 2018
– How the Nemesis System Creates Stories, Game Maker’s Toolkit, 2021
– Making Games Better for Gamers with Colourblindness & Low Vision, Game Maker’s Toolkit, 2018
– Making Games Better for Players with Cognitive Disabilities, Game Maker’s Toolkit, 2019
– Making Games Better for Players with Motor Disabilities, Game Maker’s Toolkit, 2018
– Making Games Better for the Deaf and Hard of Hearing, Game Maker’s Toolkit, 2018
– Max Payne, Kane & Lynch, and the Meaning of Ugly Games, Jacob Geller, 2020
– Raccontare storie con i sistemi, Game Maker’s Toolkit, 2015
– The Artist is Absent: Davey Wreden and The Beginner’s Guide, Innuendo Studios, 2016
– The Haunting Peace of Being Lost, Psych of Play, 2020
– The Villain of Edith Finch, Joseph Andreson, 2017
– What Makes Celeste’s Assist Mode Special, Game Maker’s Toolkit, 2018
– Why Abstract Storytelling Works, Psych of Play, 2020
– Unraveling Death Stranding’s Existentialist Themes, Like Stories of Old, 2019
Conferenze disponibili su YouTube
– Gautier Boeda, NPCs Have Feelings Too: Verbal Interactions with Emotional Character AI, GDC, 2019
– Jenova Chen, Designing Journey, GDC, 2013
– Jennie Kong, Evolving Emotional Storytelling in thatgamecompany’s Sky, GDC, 2019
– Kaitlin Tremblay, Storytelling with Verbs: Integrating Gameplay and Narrative, GDC, 2020
Videogiochi
– Pac-Man, Namco, 1980
– Tetris, Aleksej Leonidovič Pažitnov, 1984
– Super Mario Bros., Nintendo, 1985
– Ico, Team ICO, 2001
– September 12th: A Tow World, Gonzalo Frasca, 2003
– Defcon, Introversion Software, 2006
– Call of Duty: Modern Warfare 2, Infinity Ward, 2009
– Minecraft, Mojang, 2009
– Journey, thatgamecompany, 2011
– Brothers: A tale of two sons, Starbreeze Studios, 2013
– Grand Theft Auto V, Rockstar North, 2013
– Papers, Please, Lucas Pope, 2013
– The Last of Us, Naughty Dog, 2013
– The Stanley Parable, Galactic Cafe, 2013
– This War of Mine, 11 bit studios, 2014
– Cities: Skyline, Colossal Order, 2015
– Keep talking and nobody explodes, Steel Crate Games, 2015
– The Witcher 3: Wild Hunt, CD Project RED, 2015
– That Dragon, Cancer, Numinous Games, 2016
– Bury me, my Love, The Pixel Hunt, 2017
– Hellblade: Senua’s Sacrifice, Ninja Theory, 2017
– What Remains of Edith Finch, Giant Sparrow, 2017
– Frostpunk, 11 bit studios, 2018
– Into the Breach, Subset Games, 2018
– Final Fantasy VII Remake, Square Enix, 2020
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LXL. Leggere per leggere Bologna è un progetto di Hamelin Associazione Culturale, presentato nell'ambito di BO3.3.1l “Rileghiamoci” – PON Città Metropolitane 2014-2020 e del Patto per la lettura Bologna. Il progetto è cofinanziato dall'Unione europea | Fondo Sociale Europeo | Programma Operativo Città Metropolitane 2014 - 2020