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1 Alma Mater Studiorum ALMA MATER STUDIORUM - UNIVERSITA' DI BOLOGNA SCUOLA DI LETTERE E BENI CULTURALI Corso di Laurea Magistrale in Antropologia Culturale ed Etnologia TITOLO DELLA TESI I VIDEOGIOCHI NELLA BIBLIOTECA PUBBLICA: DALLE ORIGINI AL “MULTIPLO” CENTRO CULTURA DI CAVRIAGO (2011) Tesi di laurea in Storia del Libro e Biblioteconomia Relatore Prof: Paolo Tinti Correlatore Prof: Francesco Mazzetta Presentata da: Corrado Consiglio Appello terzo Anno accademico 2017-2018 1 Ringraziamenti La lista di persone da ringraziare sarebbe molto lunga ma prima di tutto mi sembra opportuno ringraziare il mio relatore, il Prof. Paolo Tinti, che mi ha dato la possibilità di esprimere la mia passione per i videogiochi in un lavoro concreto, dettagliato e curato. Un grazie naturalmente a Francesco Mazzetta, mio correlatore appassionato di videogiochi come me e punto di riferi- mento fondamentale per risolvere i miei numerosi dubbi e quesiti su questioni più biblioteco- nomiche che videoludiche. Grazie alla mia famiglia che ha sempre creduto in me e mi ha supportato, nonostante il lungo periodo che ho impiegato per portare a termine questa tesi. Uno speciale ringraziamento va a tutto lo staff del Servizio Giochi e del “Multiplo” di Cavriago, in particolare ad Alfonso Noviello, il cui aiuto è stato importantissimo sia durante il mio periodo di servizio civile che per la realizzazione di questo lavoro. Infine vorrei ringraziare tutti i mei amici che mi hanno affettuosamente sopportato durante i diversi momenti di difficoltà, spesso causati dal classico blocco dello scrittore. In particolare vorrei ringraziare Stefano Dal Monte per la sua consulenza linguistica con l’inglese e le chat ilari su Facebook tra un paragrafo e l’altro. 2 SOMMARIO INTRODUZIONE .................................................................................................................... 6 CAPITOLO 1: BREVE STORIA DEI VIDEOGIOCHI .................................................... 11 1.1 La preistoria del videogioco: le origini ludiche ............................................................. 11 1.2 Alla conquista della società: dalla prima console domestica in tv ai cabinati nelle sale gioco ..................................................................................................................................... 13 1.3 L’industria giapponese del videogioco: i mitici anni ottanta da Pac-Man a Nintendo .. 15 1.4 Giocare alla guerra: le Console Wars degli anni novanta............................................... 19 1.5 Tra due litiganti: il personal computer e la PlayStation di Sony (1994) ........................ 21 1.6 Giochi, internet e comunità videoludiche globali: dal GameCube di Nintendo a Xbox Live di Microsoft .......................................................................................................................... 25 1.7 Alla ricerca di nuove giocabilità: Nintendo Wii (2006) e DS ........................................ 28 1.8 L’avvento dell’ottava generazione (2013): realtà virtuale e mobilità ............................. 29 CAPITOLO 2: I PRIMI PASSI DEI VIDEOGIOCHI IN BIBLIOTECA: SPERIMENTALISMO E ISTANZE CONOSCITIVE ....................................................... 33 2.1 Un incontro partito da lontano: le game rooms nelle biblioteche dell’Ottocento ........... 33 2.2 La diffusione inarrestabile: giochi, scuola e biblioteca dal secondo dopoguerra ........... 37 2.3 Dal gioco al videogioco (1979) ...................................................................................... 38 2.4 La prima indagine statistica sui giochi e i videogiochi in biblioteca (2006-2007) e la nascita della GameRT dell’ALA ........................................................................................... 40 2.5 Videogiochi e biblioteche nel Regno Unito: dati e problemi a confronto ...................... 43 2.6 Videogiochi nei centri e nelle periferie del resto d’Europa: Parigi e Fiorenzuola D’Arda (Piacenza) ............................................................................................................................. 47 3 CAPITOLO 3: LE CRITICITÀ DI UN RAPPORTO NUOVO: DA GRANDI PROBLEMI DERIVANO GRANDI SOLUZIONI ............................................................. 52 3.1 Conoscere per motivare. Il videogioco contemporaneo nella biblioteca pubblica. Errore. Il segnalibro non è definito. 3.2 Creare una collezione di videogiochi: budget, hardware e software, manutenzione e pubblico ................................................................................................................................ 55 3.3 Orientarsi nei generi e sottogeneri: il portale MobyGame.com come fonte bibliografica e catalografica ......................................................................................................................... 58 3.4 La collocazione, la manutenzione e la conservazione .................................................... 63 3.5 Il prestito dei videogiochi: questioni organizzative e legali ........................................... 66 3.6 I videogiochi nelle biblioteche digitali Mlol e ReteIndaco ............................................ 72 3.7 Giocare nella biblioteca pubblica: il gaming in library ................................................. 75 3.7.1 Il gaming in library: l’organizzazione di tornei videoludici ................................... 81 3.7.2 Il gaming in library: un caso di edutainment videoludico nella Biblioteca Civica di Massa (Massa-Carrara) .................................................................................................... 90 3.7.3 Il gaming in library: creare videogiochi con il coding ............................................ 98 3.8 Le gaming zone nelle biblioteche italiane .................................................................... 103 3.9 L’ International Games Day @Your Library ................................................................ 108 3.9.1 L’ International Games Day @Your Library in Italia ........................................... 115 CAPITOLO 4: I VIDEOGIOCHI AL “MULTIPLO” CENTRO CULTURA DI CAVRIAGO: UN CASO DI STUDIO ................................................................................ 127 4.1 La nascita del “Multiplo”: da biblioteca comunale a Nuovo Centro Cultura .............. 128 4.2 Il Servizio Giochi del “Multiplo”: le origini ................................................................ 136 4.3 Integrazione ed evoluzione del Servizio Giochi........................................................... 143 4.4 I risultati del Servizio Giochi (2016): una crescita generale e importanti collaborazioni ............................................................................................................................................ 149 4.5 I risultati del Servizio Giochi (2017): una definitiva affermazione sul territorio regionale ............................................................................................................................................ 156 4 4.6 L’introduzione dei videogiochi al “Multiplo” (2012-2015): promozione e sviluppo del servizio ............................................................................................................................... 167 4.7 I videogiochi al “Multiplo” (2016): successi, difficoltà e momenti di formazione ..... 173 4.8 I videogiochi al “Multiplo” (2017): consolidamento e variazioni nella fruizione ....... 177 4.9 Le finalità e l’organizzazione del Servizio Giochi ....................................................... 185 CAPITOLO 5: I VIDEOGIOCHI IN ALTRE BIBLIOTECHE E ISTITUZIONI CULTURALI ........................................................................................................................ 193 5.1 La versatilità del medium videoludico ......................................................................... 193 5.2 Serious games e Gamification nelle biblioteche accademiche ..................................... 201 5.3 Videogiochi e salute: dal Gaming Disorder alle possibili applicazioni in ambito medico- sanitario .............................................................................................................................. 210 5.4 I videogiochi nelle biblioteche biomediche ................................................................. 215 5.5 Serious games e promozione dell’information literacy tra il personale medico-sanitario: il ruolo del bibliotecario biomedico ................................................................................... 228 5.6 La violenza nei videogiochi e il loro utilizzo negli istituti penitenziari ....................... 231 5.6.1 Le biblioteche carcerarie: una breve introduzione ................................................ 241 5.6.2 I videogiochi nella biblioteca carceraria della Casa di Reclusione di Opera (MI) 244 5.6.3 I videogiochi nella biblioteca del carcere di massima sicurezza di Guantánamo . 248 5.7 I videogiochi in altre istituzioni culturali: L’ Archivio Videoludico e il Museo del videogioco “VIGAMUS” ................................................................................................... 252 CONCLUSIONE .................................................................................................................. 262 BIBLIOGRAFIA .................................................................................................................. 265 SITOGRAFIA ....................................................................................................................... 278 BIBLIOGRAFIA DEI VIDEOGIOCHI CITATI
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