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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

 

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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