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PETTINATO Artype 2018.Pdf ARTYPE | aperture sul contemporaneo collana diretta da Silvia Grandi volume otto ARTYPE | aperture sul contemporaneo collana diretta da Silvia Grandi Comitato scientifico Pierpaolo Antonello (University of Cambridge), Elisa Baldini (Università di Bologna), Renato Barilli (Università di Bologna), Guido Bartorelli (Università degli Studi di Padova), Lucia Corrain (Università di Bologna), Sandra Costa (Università di Bologna), Pasquale Fameli (Università di Bologna), Paolo Granata (University of Toronto), Silvia Grandi (Università di Bologna), Clau- dio Marra (Università di Bologna), Anna Rosellini (Università di Bologna), Gian Luca Tusini (Università di Bologna), Giuseppe Virelli (Università di Bo- logna) Politiche editoriali Referaggio double blind http://creativecommons.org/licenses/by-nc/3.0/it/ 2018 ARTYPE | Aperture sul contemporaneo collana AMS Acta Alma DL diretta da Silvia Grandi volume otto 2018 ISBN 9788898010905 ISSN 2465-2369 Videogiochi e arte. Per una fenomenologia degli spazi videoludici Giacomo Pettinato Dipartimento delle Arti - visive, performative, mediali Via Barberia, 4, 40121 Bologna Il presente volume è stato realizzato a scopo didattico. L’editore si dichia- ra disponibile ad assolvere eventuali obblighi nei confronti degli aventi diritto per l’utilizzo delle immagini riportate nel volume. In copertina: screenshot tratto da The Beginner's Guide (2015), ideato da Davey Wreden e sviluppato da Everything Unlimited. Indice Prefazione , Matteo Bittanti 5 Premesse metodologiche Oltre il credo filologi co: culturologia, fenomenologia e semiot i ca 1 3 Il tecnomorfism o e la “ripetiz ione differente” degli stili videol u dici 1 9 1. Culturologia e videogiochi 1.1. L’arte videoludica come normalizzazione del Dadaismo 2 9 1.1.1. La macchina celibe 3 2 1.1.2. Oltre la mor te dell’autore 3 6 1.2. L’elaboratore elettronico digitale 4 2 1.2.1. Il ciclo di el aborazione dell’informazione 4 3 1.2.2. Il ciclo della macchina: la relazione biunivoca tr a programmatore e giocatore 4 9 1.2.3. Il sistema binario, signific ante digitale “neghentropico” 5 4 1.3. Il programmatore, autore e legislatore 6 7 1.4. Il giocatore, demiurgo e narratore 75 1.5. Il tecnomorfismo videoludico 8 4 1.5.1. Lo spazio profondo: dimensione temporale e possibilità interattive 8 5 1.5.2. La protesi digitale: il simulac ro e l’inquadratura 9 5 2. Fenomenologia, semiotica e stili videoludici 2.1. Il quadrato semiotico degli stili video ludici 12 1 2.2. Il videogioco mitico 12 6 2.3. Il videogioco ref erenziale 15 1 2.4. Il videogioco obliquo 19 2 2.5. Il videogioco sos tanziale 21 5 2.6. In conclusione 23 9 B ibliografia 24 9 V ideogiochi e arte. P er una fenomenologia degli spazi videoludici P refazione M ATTEO B ITTANTI Il videogioco è arte? Se la domanda è tutt’altro che originale, la risposta di Pettinato è sagace e sofisticata. Anziché ingaggiare un contraddittorio diretto con la questione, egli presuppone la natura artistica del mezzo, s eguendo “una sorta di procedimento per assurdo” 1 per portare in luce tutti i limiti del paradigma dominante, l’approccio filologico. Contra filologia, Pettinato propone una più costruttiva disamina critica della specificità del linguaggio videoludico. Così facendo, ridefinisce le priorità, le caratteristiche e i punti di approdo di un dibattito tuttora in corso. Il suo modello prende avvio – e nel contempo aggiorna – le tesi esposte da Renato Barilli nel saggio Scienza della cultura e fenomenologia degli st ili , integrandole con i contributi di natura semiotica di Massimo Maietti, Agata Meneghelli e Carlo Molina. L’ambizione di Pettinato è individuare affinità e divergenze tra settori contigui della cultura contemporanea, quali l’informatica, la dimensione vi deoludica e la teoria dell’arte. Applicando un approccio interdisciplinare, Pettinato costruisce ponti tra ambiti apparentemente distanti, illuminando fenomeni spesso fraintesi. In questo senso, il suo contributo è assimilabile agli sforzi di critici come John Sharp e Graeme Kirkpatrick 2 . Questo trattato ermeneutico, spiccatamente propositivo, offre un’investigazione granulare del medium videoludico, ivi concepito come “una particolare forma d’arte” che è “fonte di piacere di natura estetica” 3 . 5 Giacomo Pettinato Pettinato so ttopone a una serie di rigorosi test critici l’ interattività , una caratteristica che aggiunge un livello di complessità all’artefatto e alla sua fruizione e che, come tale, richiede un ampliamento della definizione di arte, tradizionalmente legata a concet ti quali la contemplazione, la visione distanziata e il primato autoriale. A sua volta, uno studio dell’interattività richiede un’analisi accorta della logica computazionale sottesa al videogioco, che Pettinato sviluppa con coerenza ed eleganza argomentati va. Nel contempo, porta in primo piano tutti i limiti della diatriba sulla natura artistica del videogioco, ossessionato dall’identificazione perentoria dei confini che separano la cultura alta e da quella bassa, un obiettivo reso per altro obsoleto e futi le dalla svolta postmoderna. Pettinato sostiene che uno studio critico del videogioco e – in particolare, della sua estetica – richiede di prestare particolare attenzione alle convergenze o omologie tra i movimenti avanguardisti e le sperimentazioni tecnol ogiche più recenti. In quest’ottica, il videogioco svolgerebbe una funzione di normalizzazione sociale dell’ anomalia artistica. Tale obiettivo è raggiunto dalla tecnologia, ivi declinata come elettronica di consumo . Ed è proprio il ruolo della dimensione t ecnica ad essere oggetto di una riflessione approfondita. Lungi dall’adottare posizioni deterministiche, Pettinato sottolinea come la rapida innovazione sia accompagnata da un intenso susseguirsi di stili, modelli, e convenzioni. Questo florilegio di speri mentazioni è evidente in movimenti come il Minimalismo, l’Anti - form, l’Arte processuale, la Land Art, la Body Art, Fluxus, l’Arte del comportamento e del concetto, che secondo lo studioso manifestano intuizioni e interessi, intenti e interventi analoghi a quelli del videogioco, tra cui la volontà di sfruttare la tecnologia come mezzo privilegiato di espressione; la partecipazione e il coinvolgimento diretto del fruitore; la 6 V ideogiochi e arte. P er una fenomenologia degli spazi videoludici natura processuale di una produzione che rigetta il vincolo dell’artefatto conchiuso , del prodotto finito, dell’oggetto statico privilegiando invece la democratizzazione del fenomeno artistico attraverso dispositivi ed espressioni di facile accesso. Rispetto ad avanguardie come il Dadaismo, il videogioco presuppone un intervento sull’oper a che ne altera la materialità stessa e, pertanto, dell’ esperienza . Infatti, la fruizione non è confinata al solo livello concettuale, noetico: sollecita uno sforzo non puramente interpretativo bensì performativo 4 . Questo rende il videogioco uno spazio di possibilità, di intervento, di coinvolgimento e di dialogo tra l’uomo e la macchina oppure tra l’uomo e l’uomo attraverso la mediazione della macchina. La parziale abdicazione del ruolo autoriale del progettista, che delega al fruitore attività di manipola zione e (ri)creazione del testo, non comporta necessariamente l’impoverimento dell’opera, come hanno sostenuto alcuni critici (per es., Robert Ebert 5 , Jonathan Jones 6 ) bensì apre nuovi scenari, che in alcuni casi – come il machinima e l’ in - game photography – si traduce in pratiche e artefatti che acquistano piena autonomia culturale, artistica e sociale. Riprendendo le intuizioni di Walter Benjamin e Roland Barthes 7 , si potrebbe dunque affermare che il fruitore non è un mero destinatario passivo di un’opera , ma diventa egli stesso attivo produttore di interpretazioni e – nel caso del videogioco – nuove configurazioni testuali, sebbene “le informazioni elaborate dal giocatore [...] non hanno valore autoriale . ” 8 Pettinato descrive in modo accurato tutte le fas i dell’interazione tra gioco e giocatore, confrontandole alla contemplazione di un’opera d’arte. Tutt’altro che pedante o didascalica, questa comparazione illumina aspetti della dinamica videoludica spesso equivocati o sottovalutati, sottolineando il ruolo del codice – con il suo complesso di parametri, regole e istruzioni – nel definire il quadro di 7 Giacomo Pettinato svolgimento dell’esperienza interattiva. Una delle sezioni più affascinanti dettaglia l’operato di componenti come la CPU o la RAM di un computer: nelle mani d i uno scrittore meno competente, una simile discussione tecnica avrebbe scoraggiato lettori poco familiari con il gergo e i concetti informatici, ma Pettinato giustappone abilmente le logiche sottese ai meccanismi elettronici agli obiettivi programmatici d egli artisti, superando i limiti della cosiddetta “critica dei compartimenti stagni”, come evidenzia questo efficace passaggio: La sostanza di un videogioco caricato nella RAM non ha infatti alcuna tangibilità materica, il marmo di una statua o la carta di un romanzo, ma è un coacervo di elettroni interscambiabili e anonimi che fluttuano nella memoria centrale. Ma questo non implica tuttavia l’esito dei Dadaisti, il cupio dissolvi dell’oggetto, la disillusione rinunciataria delle cornici amorfe o dei rea dymade . Il videogioco è sì polverizzato in atomi elettromagnetici, a causa dall’instabile struttura della memoria “volatile” RAM; ciò non toglie che nel sistema di output si rivelino forme significanti percepibili e tangibili. Queste argute, talvolta auda ci giustapposizioni rendono la lettura di Videogiochi e arte. Per una fenomenologia
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