Due racconti da giocare
La continuità dei videogiochi nel sistema dei generi attraverso l’analisi del loro spazio e tempo
Ebook format Pdf readable on these devices:
This essay aims at legitimating videogames as cultural products belonging to the system of genres, endowed with particular modes of structuring, interaction and using contents. In order to recognise the unique and original impact of the videogame within the overall mediatic range we have first of all to consider the capacity of the object to regain possession of the symbolic and technological space of interaction with the machine: visual space and interactivity with the computer are totally occupied and evolve according to their own particular metaphors, logic and patterns of use. By analysing the construction and the relevance of the temporal and spatial dimension in the narration and in the use of two successful products (the Japanese Shenmue – chapter 1: Yokosuka and Metal Slug Supervehicle 001), the article highlights how, on the one hand, the stories narrated by videogames are necessarily and deterministically linked to the specifications of the type of general interaction provided by the hardware; on the other such stories are linked to strategies belonging to narrative meta-genres, thus offering the possibility to consider videogames as cultural product that belong to and share genres originally typical of other media.
Browse the archive
Towards the Platformization of (Social) Media Memory: Articulating Archive, Assemblage, and Ephemerality
COMUNICAZIONI SOCIALI - 2021 - 1. Arts-Based Research in Communication and Media Studies
COMUNICAZIONI SOCIALI - 2020 - 3. Saving the Planet Bit by Bit: Environmental Communication in the Digital Age