DOTTORATO DI RICERCA in Storia Delle Arti E Dello Spettacolo

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DOTTORATO DI RICERCA in Storia Delle Arti E Dello Spettacolo DOTTORATO DI RICERCA IN Storia delle arti e dello spettacolo CICLO XXXII COORDINATORE Prof. Andrea de Marchi VIDEOGAME ARTE VISIVA. STRUMENTI PER L’ANALISI STORICO-ARTISTICA DEL VIDEOGAME Settore Scientifico Disciplinare L-ART/06 Dottorando Tutore Dott. Roberto Cappai Prof. Alessandra Lischi _______________________________ _______________________ Coordinatore Prof. Andrea de Marchi _______________________________ Anni 2016/2019 INDICE Ringraziamenti .............................................................................................................................. 4 Introduzione ................................................................................................................................... 5 PARTE PRIMA SUL VIDEOGAME COME ARTE (AUDIO)VISIVA 1 Storicizzare il videogame nell’ambito della Storia delle arti ........................................ 13 2 Il videogame come arte del video .................................................................................... 20 2.1 Sulla doppia natura del videogame ............................................................................. 20 2.1.1 Il videogame come strumento di esplorazione audiovisiva ................................ 21 2.1.2 “Video” e “Gioco” .............................................................................................. 25 2.2 Videogame come forma del video .............................................................................. 31 2.2.1 Videocordyceps: il video come parassita ............................................................ 32 2.2.2. Nel regno del video: videogame e TV ................................................................ 35 2.3 Appunti per una collocazione del videogame nella cultura video: la percezione del videogame come video nelle riviste videoludiche ante 1985 ............................................. 43 3 Videoarte per tutti: il videogame e l’uso creativo (e democratico) del video .............. 47 4 L’invenzione del gameplay e la normalizzazione del videogiocare ............................... 54 4.1 Il gameplay come cesura ............................................................................................. 54 4.2 Videoplay: la fruizione videoludica come esperienza audiovisiva ............................. 61 PARTE SECONDA PRIMA DEL GAMEPLAY: L’ERA DELLA SPERIMENTAZIONE 5 Screengames interattivi prima del video: Ping Pong e Winky Dink and You .............. 72 6 Il dominio dell’immagine ................................................................................................. 78 6.1 “The Art Side Of Video Games”. Oltre la coordinazione oculo-motoria: Astrazione, manipolazione, visualizzazione .......................................................................................... 78 6.2 Electronic Visualization Laboratory ........................................................................... 89 6.3 Lasergames ................................................................................................................. 95 6.4 L’eredità audiovisiva dei tube-shooter spaziali ........................................................ 103 6.5 Videosynth ................................................................................................................. 109 PARTE TERZA DOPO IL GAMEPLAY 7 L’era della variazione (1985-2000) ................................................................................ 122 7.1 La canonizzazione del videogame ........................................................................... 122 7.2 Ri-vestimenti videoludici .......................................................................................... 123 7.2.1 Dall’infinitamente grande all’infinitamente piccolo: il ritorno del reale .......... 129 7.2.2 Il caso Space Invaders ....................................................................................... 133 7.3 Esperimenti videoludici in seno all’industria ........................................................... 136 7.3.1 Screengame dopo il video: i VCR game ............................................................ 136 7.3.2 Sacche di resistenza audiovisiva nell’Era della Variazione .............................. 137 7.3.3 Il CD-ROM e l’esplorazione ludica dello spazio digitale ................................. 139 7.3.4 La ricerca sinestetica di Tetsuya Mizuguchi ..................................................... 151 7.3.5 Videogame e TV nell’Era dalla Variazione: il caso TANDEM ......................... 153 8 L’era della sovversione ................................................................................................... 156 8.1 La sovversione come programma: i manifesti .......................................................... 156 8.1.1 Game design sovversivo ................................................................................... 157 8.1.2 Il giocatore è morto! Lunga vita al giocatore! .................................................. 170 8.1.3 Sul glitch, o l’elogio dell’errore ........................................................................ 175 8.1.4 Critica sovversiva: il New Game Journalism .................................................... 185 8.2 Monumenti contro la loro volontà: il videogame esposto ........................................................ 188 PARTE QUARTA UN ESEMPIO DI VIDEOPLAY MADE IN TUSCANY (E UNO SOLO DI PASSAGGIO) 9 Opere ................................................................................................................................ 194 9.1 LKA: The Town of Light ........................................................................................... 194 9.2 Santa Ragione: Wheels of Aurelia .............................................................................. 199 APPENDICE /1 Immagini ............................................................................................................................... 202 APPENDICE /2 Manifesti Miltos Manetas, Art After Videogames, 1997-2016 ......................................................... 262 Greg Costikyan et. Al., The Scratchware Manifesto (estratti), 2000 ................................ 264 Paolo Pedercini / La Molleindustria, Molleindustria Manifesto, 2003 ............................. 267 Tale of Tales, Realtime Art Manifesto, 2006 .................................................................... 271 Rosa Menkman, Glitch Studies Manifesto (estratti), 2009-2010 ...................................... 280 Pietro Righi Riva (Santa Ragione), Rejecta, 2016 ............................................................ 283 Bibliografia ............................................................................................................................... 285 Ringraziamenti Sono tante le persone che, in un modo o nell’altro, mi hanno dato una mano e supportato nel corso degli ultimi tre anni. Per avermi accordato ancora una volta la sua fiducia e per avermi incitato a sperimentare con le parole e con le idee, ringrazio la Professoressa Sandra Lischi. Ringrazio Riccardo Fassone, Federico Giordano, Andrea Dresseno, Janne Paavilainen, Nathan Hook Steve Fulton e Marco “Alfieri” Guzzo per i preziosi consigli e per la loro disponibilità. Per lo stesso motivo, ma anche per le piacevoli chiacchierate non accademiche ringrazio Elena Marcheschi e Teresa Soldani. Per aver reso più facile la mia ricerca ringrazio il personale della biblioteca dello ZKM di Karlsruhe e quello della biblioteca di Storia delle Arti dell’Università di Pisa. A Francesca, Luciano e Silvana va anche il mio più sincero affetto. Ringrazio gli studiosi del Game Research Lab di Tampere per avermi accolto calorosamente e per avermi dedicato parte del loro tempo. In particolare, ringrazio Olli Sotamaa per essere andato ben oltre i suoi compiti, portandomi in curva e concedendomi di tifare con lui. Ringrazio Sveto e Josip del museo Peek & Poke di Rijeka e tutto il personale del Bard, per avermi fatto sentire a casa e per avermi insegnato l’arte del Duro Lavoro. Ringrazio Becci per aver sopportato con pazienza i miei disordini. Ringrazio Livia, perché sale sulla moto anche quando piove. Dedico questa tesi a Thiago Clayton. 4 INTRODUZIONE In generale e in astratto, il videogame non è niente Se come generica forma di intrattenimento il videogame gioca ormai un ruolo di primo piano in un ecosistema mediale in continua espansione, in quanto oggetto di studio esso è ancora relativamente giovane. Risale infatti a non molto più di vent’anni fa la prima diatriba intorno al videogioco, che ha visto opporsi studiosi di narratologia e ludologia. Tra i primi, Janet Murray considera le tecnologie digitali, videogame compresi, come luogo di elaborazione di nuove forme di narrazione e storytelling1: «To me», scrive Murray nel 1997, «the computer looks more each day like the movie camera on the 1980s: a truly revolutionary invention humankind is just on the verge to putting to use as a spellbinding storyteller»2. Il celebre Cybertext. perspective on ergodic literature (1997) di Espen Aarseth segna un punto di rottura con la tradizione narratologica con l’introduzione dei concetti di “cybertesto” e “letteratura ergodica”. L’autore concepisce il fruitore come figura attiva nel processo di costruzione di senso di testi non lineari, che mette in atto una vera e propria performance “extranoematica”3. Cybertext è in poco tempo diventato una colonna portante dell’approccio ludologico sviluppato all’inizio degli anni Duemila da autori come Gonzalo Frasca e Jesper Juul, i quali vedono il videogame come
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