close

2.3. La narrazione videoludica

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

 

__


Scarica la bibliografia in PDF

 

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