Friday 10 May
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FRIDAY 10 MAY • BASILICA AEMILIA o Classrooms 1 and 2 h. 10.00| 13.30 and h. 14.30|17.00 Minecraft at school A workshop to discover the endless educational potential of Minecraft, the most sought-after video game for children in the world that allows you to build and reconstruct anything in 3D using an infinite number of bricks, which also have specific functions such as electrical conduction, the mechanisms of action and reaction, chemical reactions. "Minecraft at school" will explain how to use it for the most varied disciplines (geography, history, mathematics, foreign language) and to develop the essential transversal skills in the 21st century through coding, chemistry, augmented reality and 3D printing. The sessions are designed and conducted by Marco Vigelini, Minecraft Global Educator, and by Maker Camp educators, recognized experts in the field of technological education and STEM disciplines through video games. The School and Family Area and the educational workshops are coordinated by Agnese Addone, primary school teacher, educational designer and expert in STEM and STEAM. Classes (4th and 5th primary school, 1st and 2nd secondary schools): free admission - registration on eventbrite. Workshops for children (8-13 years) and families: admission € 5 - registration on eventbrite. o Workshop Room h. 10.00 | 13.00 Promoting cultural heritage through video games. Meeting promoted by the Lazio Region. Greeting speech by Gian Paolo Manzella, Councilor for Economic Development and Productive Activities of the Lazio Region. First Session A work session aimed at bringing together companies that have gamification projects with national and international buyers and managers of cultural institutions. During the meeting, the Technological District for cultural assets and activities will present its activities and, more generally, the theme of the potential of 1 applying video game techniques to cultural assets and activities will be addressed. Award Ceremony “Lazio, eternal discovery. For the best video project of the game Treasure Hunt to enhance the Places of Culture of the Lazio Region ”- video projection and proclamation of the winning project. Second Session. Networking in parallel Session A: In-depth thematic meetings and matchmaking "Culture meets technology" that will catalyze demand and offer of gamification projects for cultural institutions. a time for dialogue and discussion with business orientation; Session B: Design thinking meeting. Young videogame developers of the Digilab interdepartmental laboratory of La Sapienza will meet cultural managers of Lazio in a session of generation of gamification ideas to enhance and create engagement in the visitor of cultural heritage. o Classroom 3 and Ancient Rome Area h. 10.00 | 18.00 From flight to stroll, organized by the Italian Air Force (Areonautica Militare). Flight simulation and visit in virtual reality of digitally reconstructed environments such as teaching aids and effective means for historical dissemination. Historical reconstructions that can be visited with VR viewers. • T10 h. 10.00 | 18.00 Heroes and superheroes among cinema, comics and video games. Pixel art, concept art and game photography with Italian game artists from Super Mario to Assassin's Creed, curated by Debora Ferrari and Luca Traini. Neoludica ® Game Art Gallery proposes an exhibition to reflect on the importance of videogame arts in the visual reservoir of contemporary arts. The exhibition at Cinecittà aims to tackle the theme of character creation and how it becomes a popular icon, moving from cinema to video games. Game art is born in and around the videogame. On display more than 40 digital works that include oil paintings and forex or crystal works, to allow the public to appreciate in a static way the dynamic art contained in video games and enjoy all the details that the artists pour into the character and the landscape that the surrounds. Thanks to two monitors the public will also be able to enjoy videos and timelaps of how to create a character and how concept art and pixel art or art videos are created, as in the works of Igor Imhoff, Neotenia and Alen Zero. The digital frescoes created for Origins in Lucca 2017 will be exhibited and the videos of how the artwork were made by the artists will be shown. From digital painting to classical painting, from digital sculpting to photomanipulation, up to videos: the forms of expression of the contemporary era become tools for embarking on an interactive journey through the characters, secrets, charm and history of Ptolemaic Egypt , celebrating the Assassin's Creed myth. Authors who reinterpreted Assassin's Creed Origins: Samuele Arcangioli, Claudia Gironi, Biancamaria Mori and Carlo Gioventù, Federico Vavalà, Francesco Delrio, Filippo Scaboro, Luca Baggio, Giuditta Sartori, Gia- como Giannella, Mauro Perini, Valeria Favoccia, Christian Scampini and Ivan Porrini. 2 Also of great importance is the presence of two Italian game photographers, Cristiano Bonora and Emanuele Bresciani, who are bringing the photomood to a high level by raising Game Photography from a gamer phenomenon to a stand-alone art. And then many Game Art Gallery artists and Italian development team artwork. h. 10.00 | 18.00 Miltos Manetas Room curated by Valentino Catricalà, curator and art critic, and Delfina Santoro of Gamification Lab Sapienza. The whole series of Super Mario Sleeping (1997), Not a Pretty Job (1998), Follow Me (1998), I can´t go on (2000), What Happens? (2001) People Against Things (2001) up to King Kong After (2006), for the first time on display in Rome in the Manetas Room: 11 videogame art works to retrace ten years of one of the major precursors of this artistic genre, Miltos Manetas, from 1997 to 2006. Pioneer of videogame art, he explored the complex relationship between man and video game, sensing and anticipating the new contemporary aesthetic. His work also develops through more traditional means, such as painting: the joystick is painted on canvas. Manetas studies the relationship between man and his time in the information society: cables, consoles, joysticks, computer mouse, are represented as the protagonists on the scene, in workplaces or in apartments, intentionally anonymous, in which men , women, children interact with technology. In the Manetas’s room two large old-fashioned televisions will transmit images that trace the history of the canvases and tell this post-human approach, anticipated by the artist, who in his vision has been able to interpret and read contemporary society. A desk station will also allow you to interact with another work by the artist: "Jackson Pollock by Manetas". This work was defined by Time as one of the top 50 internet sites in the world. By moving the mouse, the visitor can create his personal artistic sketch, accompanied by music tracks. In this work, art and musical composition come together in a powerful mix. h. 10.00 | 18.00 Retrogaming. Seventy interactive stations that trace the history of videogames from the Seventies to the early 2000s. Edited by GamesCollection. A part of the installation will adopt a chronological approach, reconstructing the evolution of the medium through consoles, computers, the most representative games: the stages that led to the birth and spread of home gaming, the most popular hardware, the big wars between consoles, the lesser known game systems, which to some extent have introduced innovative ideas and laid the foundations for the maturation of the videogame market. The review also offers thematic insights. • Video game and food aesthetics: since their first years of life, video games have put food at the center of their imagination: sweets, slices of cake and delicacies of all kinds appear very often; there are games with a gastronomic setting and theme, such as Burger Time, Food Fight, Pierre the Chef is ... Out to Lunch and 3 Kitchen Panic. More recently, authentic cooking games have taken hold (Ore No Ryouri and Yakiniku Bogyo in the 1990s, the successful "Cooking Mama" series in the 2000s). The review focuses on the birth and articulation of the link between video games and cuisine, trying to highlight how food strongly characterizes the aesthetics of two-dimensional action games, from the 1980s to the present day. The Treccani Institute, in this section, shows Artusi Cooking time: a fun interpretation in a videogame key of the most curious and famous recipes of the Italian gastronomist par excellence, Pellegrino Artusi. • The evolution of the species told by video games from the 16-bit era to the early 2000s Regarding the relationship between video game and science, a selection of titles delves into the theme of the evolution of the species and the struggle for survival under different profiles. The retrogaming review will highlight the changing balance between Darwinist influence and the developer's free creativity, which sometimes starts from science to create fantasy or science fiction narrative systems (exemplary in this sense is the case of E.V.O .: Search For Eden). • Art and video game: the progressive development and refinement of a virtual iconography The videogame is capable of expressiveness and soon the designers realized it: Lionheart, Agony, Flink, Adventures of Lomax present a western aesthetic research, entirely based on the harmony of the forms. LSD Dream Emulator opens the doors to synaesthetic experiments and to free roaming games, ICO and Shadow of the Colossus are the videogame incarnation of the sublime aesthetic category. Between the 1990s