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Vita e Pensiero

Due dimensioni e mezza. Elementi metalinguistici nei giochi “paper” - Metalinguistic features in “Paper” games digital
format: Article | COMUNICAZIONI SOCIALI - 2013 - 2. Play the aesthetics. Video game between art and media
Year: 2013
The article analyzes two recent video games, Super Paper Mario and Paper Wars: Cannon Fodder, in order to trace a possible history of how video game gained awareness of itself as a cultural medium. A history comparable to the much longer one of traditional artistic mediums. Both games feature an ironic, metalinguistic use of 2-D images within a fully three-dimensional space: a pastiche of formal elements from the past into advanced technology and gaming. Video game foregrounds its history, staging it in a way similar to that used by much postmodern painting. A degree of awareness which has always characterized such a complex medium, whose evolution has been modeled – with an acceleration typical of technological development – on that of painting. The relation between the two has alternatively been serious or ironic, yet always driven by the influence of a shared culture.
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The title of the work has to contain only words taken from the song ‘‘What’s Going On’’ by Marvin Gaye. L’esperienza di SIBI: The Playroom digital
format: Article | COMUNICAZIONI SOCIALI - 2013 - 2. Play the aesthetics. Video game between art and media
Year: 2013
The article is about SIBI The Playroom, an installation by the Pauli Accola Collective presented in...
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Il progetto Warco - The Warco project. L’idea per un gioco e al contempo uno spunto di riflessione sulla figura del fotoreporter e sul racconto fotografico della guerra - The idea for a game and an approach to the figure of photojournalist and to war visual storytelling digital
format: Article | COMUNICAZIONI SOCIALI - 2013 - 2. Play the aesthetics. Video game between art and media
Year: 2013
Warco is a video game developed by Defiant Development in collaboration with director Robert Connolly and photojournalist Tony Maniaty. Even as a yet unrealized project, the game constitutes an interesting case study, giving new perspectives on the very way the ludic, interactive dimension of video game is conceived. Instead of killing the usual amount of enemies, the player is asked to assume the identity of Jesse Demarco, a female photojournalist working at a fictional war front in the Middle East. The concept itself is very innovative: the game’s mission is to make a video and photo report and send it to the broadcasting station. Photography, then, is not just an instrument available to the player, but the only means for the completion of the game. Warco offers a rare opportunity to think about the task of the photojournalist, showing how it can be accomplished, even if just virtually, by whomever might play the part.
€ 6.00
Vacanze a Ischia. Cinema, turismo di massa e promozione del territorio - Vacanze a Ischia. Cinema, mass tourism and territory promotion digital
format: Article | COMUNICAZIONI SOCIALI - 2013 - 2. Play the aesthetics. Video game between art and media
Year: 2013
The touristic film (film turistico) is one of the most interesting, underestimated subgenre of the Italian comedy of the fifties. Such films as Racconti d’estate (Franciolini, 1958), Vacanze d’inverno (Mastrocinque, 1959), Vacanze a Ischia (Camerini, 1957) or Souvenir d’Italie (Pietrangeli, 1957) not only attest Italy’s admission to the stage of ‘mass tourism’, but also trigger the general mobilization of the Italians towards seaside and mountain resorts, spa towns and cities of arts. Vacanze a Ischia by Mario Camerini – first step of a cycle completed by Appuntamento a Ischia (Mattioli, 1960) and Ischia operazione amore (Sala, 1965) – deserves special attention in the light of its representativeness. This essay aims at studying the film as a agent of turistization, highlighting the tendentious work of narrative integration of consumers, consumption and patterns of gaze for promotional purposes.
€ 6.00
Performing art e industria culturale alla prova del pubblico. Il caso della danza contemporanea: un’analisi - Performing art and cultural industry. The case of contemporary dance: an analysis digital
format: Article | COMUNICAZIONI SOCIALI - 2013 - 2. Play the aesthetics. Video game between art and media
Year: 2013
Dance is one of the performing arts that has been promoted the transformation of artistic research. In spite of its ritual origin, dance must be seen as an art form within the scope of the twentieth-century spectacle, as a part of leisure time and entertainment, to deal with the market and the public, as well. And it is the viewer’s gaze to come into play in analyzing communicative spectacular event. In fact, far from being the target of the proposed expression, the viewer is the actualizer of the potential meaning of the scenic event, increasingly stressed by abstract forms, less didactic, not subject to linear fruition, from cognitive and emotional challenges which must be more generally considered within contemporary art. On this basis the theater spectators were the subjects of an exploratory research on contemporary dance sponsored by the c_a_p Collective committed to the promotion of contemporary dance in the territory of the province of Rimini. The article aims to focus on the findings of the open request of the questionnaire asking for their point of view on dance both as an art form and a cultural product. The answers allow to identify a typology of attitudes towards dance ranging from the definition of it as an artistic form to the idea of it as a particular area of the relationship between the supply of live performance, the production and fruition strategies. Then, in relation to the goals of the empirical research, the article sides with the viewer and his/her observation. Finally, the paper tries to show how a marketing approach, suitable to contemporary dance, depends on the need to recognize and synchronize with the specific forms of this particular cultural object and its publics.
€ 6.00
Presentazione
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digital
format: Article | COMUNICAZIONI SOCIALI - 2005 - 1. La comunicazione totale d'azienda nel contesto internazionale
Year: 2005
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Presentation
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digital
format: Article | COMUNICAZIONI SOCIALI - 2005 - 1. La comunicazione totale d'azienda nel contesto internazionale
Year: 2005
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La comunicazione totale d’azienda: profili e problemi per il nuovo secolo digital
format: Article | COMUNICAZIONI SOCIALI - 2005 - 1. La comunicazione totale d'azienda nel contesto internazionale
Year: 2005
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Total business communication: profiles and problems for the new century digital
format: Article | COMUNICAZIONI SOCIALI - 2005 - 1. La comunicazione totale d'azienda nel contesto internazionale
Year: 2005
€ 6.00
Emanuele Invernizzi (a cura di), Manuale di relazioni pubbliche. Le tecniche e i servizi di base
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digital
format: Article | COMUNICAZIONI SOCIALI - 2005 - 1. La comunicazione totale d'azienda nel contesto internazionale
Year: 2005
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Presentazione
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digital
format: Article | COMUNICAZIONI SOCIALI - 2005 - 2. Il teatro al lavoro. Teorie e tecniche del teatro nel mondo del lavoro
Year: 2005
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