RE-FRAMING VIDEO GAMES in the LIGHT of CINEMA Edited by Riccardo Fassone, Federico Giordano, Ivan Girina

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RE-FRAMING VIDEO GAMES in the LIGHT of CINEMA Edited by Riccardo Fassone, Federico Giordano, Ivan Girina ISSN 2280-7705 The Italian Journal www.gamejournal.it Associazione Culturale LUDICA of Game Studies Games as Art, Media, Entertainment Issue 04, 2015 – volume 2 CRITICAL SECTION (Non peer-reviewed) RE-FRAMING VIDEO GAMES IN THE LIGHT OF CINEMA Edited by Riccardo Fassone, Federico Giordano, Ivan Girina CRITICAL NOTES – Non peer-peviewed Issue 04 – 2015 GAME Journal Games as Art, Media, Entertainment G|A|M|E is an international, peer-reviewed, free access games studies journal. G|A|M|E publishes one monographic issue per year A PROJECT BY SUPERVISING EDITORS Associazione Culturale LUDICA Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Reggio Calabria IT & London UK Leonardo Quaresima (Università di Udine) HQ: Via Vittorio Veneto 33 89123 Reggio Calabria, Italy Offices: 52 Kelly Avenue, London SE15 5LH, UK EDITORS Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università In association with di Torino), Gabriele Ferri (Hogeschool van Amsterdam), Adam Gallimore (University of Warwick), Ivan Girina (University filmforumfestival.it of Warwick), Federico Giordano (Università per Stranieri di Perugia), Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London / Art and Civic Media, Innovation-Incubator, Leuphana University Lüneburg), Mauro WITH THE PATRONAGE OF Salvador (Università Cattolica, Milano). Università di Cagliari Dipartimento di Storia, ASSOCIATED EDITORS Beni Culturali e Territorio Stefano Baschiera (Queen’s University, Belfast), Stefano Gualeni (University of Malta), Altug Isigan (Izmir University, PARTNERS Izmir) ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena EDITORIAL BOARD e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Udine), Marco Benoît Carbone Enrico Menduni (Università di Roma Tre), Bernard Perron (Université de Montreal), Guglielmo Pescatore (Università Federico Giordano di Bologna), Leonardo Quaresima (Università di Udine), Jose P. Zagal (De Paul University, Chicago) Ivan Girina DISTRIBUTION BOARD OF REVIEWERS All GAME issues are available Francesco Alinovi (Nuova Accademia di Belle Arti, Milano), Alessandro Amaducci (Università di Torino), Simone Arcagni for viewing and download at (Università di Palermo), Giovanni Boccia Artieri (Università di Urbino), Elena Bertozzi (Long Island University), Vito www.gamejournal.it Campanelli (Università L’Orientale, Napoli), Domenico Carzo (Università di Messina), Alessandro Catania (University of Nottingham), Alessio Ceccherelli (Università La Sapienza, Roma), Marco Centorrino (Università di Messina), Giovanna ISSN 2280-7705 Cosenza (Università di Bologna), Mariagrazia Fanchi (Università Cattolica di Milano), Riccardo Fedriga (Università di ETHICAL STATEMENT Bologna), Mary Flanagan (Dartmouth College, USA), Giuseppe Frazzetto (Accademia di Belle Arti di Catania), Alexander www.gamejournal.it/about R. Galloway (New York University), Mario Gerosa (Politecnico di Milano), Stefano Gualeni (University of Malta), Aphra Kerr (National University of Ireland, Maynooth), Massimo Locatelli (Università Cattolica del Sacro Cuore, Milano), Giulio COPYRIGHT Lughi (Università di Torino), Massimo Maietti (Independent Scholar), Diego Malara (XL, La Repubblica), Michael Nitsche ISSUE 4, vol. 1 – 2015 (Georgia Institute of Technology), Costantino Oliva (University of Malta), Domenico Quaranta (Accademia di Belle Arti © 2015 di Brera, Milano), Elena Pacetti (Università di Bologna), Roberta Pearson (University of Nottingham), Gianfranco GRAPHIC & LAYOUT Pecchinenda (Università Federico II, Napoli), Michael Piggott (University of Warwick), Luca Rosati (Università per Design Manager: Ilaria Mariani Stranieri di Perugia), Rino Schembri (Università di Palermo), Miguel Sicart (IT University of Copenhagen), Antonio Graphic Design: Alice Baraldi Somaini (Université Sorbonne Nouvelle Paris 3), Olli Sotamaa (University of Tampere), Simone Tosoni (Università Layout Assistant: Maria Rosaria Macrillò Cattolica del Sacro Cuore, Milano), Alberto Venditti (NHIM), Pierantonio Zanotti (Università Ca’ Foscari, Venezia). Managing Editor: Marco Benoît Carbone CONTRIBUTORS COVER ART Simone Arcagni (Università di Palermo), Simona Biancalana (Università per Stranieri di Perugia), Roberto Braga Another World Vs Citizen Kane (Università di Bologna), Dario Compagno (Università di Siena), Francesco Di Chiara (Università di Ferrara), Stefano CONTACT Gualeni (University of Malta), Agata Meneghelli (Università di Bologna), Cristiano Poian, Valentina Rao (Utrecht [email protected] University), Valentina Re (Università Ca’ Foscari, Venezia), Valerio Sillari, Matteo Tarantino (Università Cattolica, Milano), www.gamejournal.it Marco Teti (Università di Ferrara), Gruppo Postcinema Università di Udine (Alice Autelitano, Enrico Biasin, Alessandro [email protected] Bordina, Alberto Brodesco, Stefania Giovenco, Lawrence Thomas Martinelli, Marcella Rosi, Federico Zecca). www.facebook.com/gamejournal www.twitter.com/gameitjournal Issue 04 – 2015 Contents RE-FRAMING VIDEO GAMES IN THE LIGHT OF CINEMA Edited by Riccardo Fassone, Federico Giordano, Ivan Girina ISSUE 4, 2015: VOLUME 2 – CRITICAL NOTES (NON-PEER REVIEWED) CRITICAL NOTES 5 F. Giordano L. Argenton, S. Tiberti: Psicologia del videogioco. Come i mondi virtuali influenzano mente e comportamento 9 V. Idone Cassone J. Ng. Understanding machinima. Essay on filmmaking in virtual worlds 13 H. Gelis It wasn’t even acceptable in the Eighties: Hotline Miami and snuff films 17 J. Švelch Towards a typology of video game trailers: Between the ludic and the cinematics 23 M. Thibault Lego: When video games bridge between play and cinema Issue 04 – 2015 Critical Notes Book Review by FEDERICO GIORDANO L. Argenton, S. Tiberti, Università per Stranieri di Perugia [email protected] Psicologia del videogioco Come i mondi virtuali influenzano mente e comportamento IDENTITÀ, IMMERSIVITÀ, PATOLOGIA E TECNOLOGIA POSITIVA: OLTRE I LUOGHI COMUNI SUI VIDEOGIOCO Stefano Triberti e Luca Argenton, entrambi dottorandi di ricerca, l’uno presso l’Università Cattolica, l’altro presso l’Università Bicocca di Milano, hanno dato alle stampe, per le edizioni Apogeo, un testo dedicato ad una branca peculiare dello studio dei videogiochi. Il titolo è semplice e immediato: Psicologia del vide- ogioco. Come i mondi virtuali influenzano mente e comportamento. Nel leggerlo un videogiocatore esperto potrebbe nutrire qualche perplessità. Se ne potrebbe derivare l’impressione dell’ennesimo testo, come spesso accade per produzioni provenienti da ambito pedagogico-psicologico, poco avvezzo con il medium, che riproduce esclusivamente dibattiti giornalistici sensazionalistici, dando loro una patina di scientificità. Il sottinteso di questi testi, spesso, è una condanna tout court del mezzo videoludico, con annessi moralismi del caso. Quanto appena descritto è l’esatto opposto dell’operazione effettuata dai due psicologi di scuola milanese. Già dall’introduzione il lettore-videogiocatore viene rassicurato dal programma dei due studiosi, e soprattutto dal loro per- corso privato. I due autori in questione si dichiarano dei giocatori e mostrano di volersi allontanare dai luoghi comuni che si addensano nelle pubblicazioni videoludiche di approccio psicologico. Il programma, al termine della lettura, si può dire essere stato pienamente rispettato. Il lettore-videogiocatore si trova da- vanti ad un testo che si muove con sicurezza fra i riferimenti videoludici e prova a riassumere la letteratura scientifica di settore senza infingimenti su possibili effetti negativi o inutili panegirici del mezzo, né tantomeno prese di posizioni ideologiche preconcette contro il videogame in sé. Più nello specifico il lavoro dei due studiosi affronta quattro ampie variabili, a ciascuna delle quali è dedicato un capitolo del libro: identità, immersività, emozione e cognizione, psicopatologia. Nel capitolo dedicato all’identità i due studiosi affrontano il tema della pos- sibile costruzione dell’io suscitata dai prodotti interattivi digitali. I videogiochi favoriscono la costruzione di un’identità proiettiva, il modo per osservarla meg- Federico Giordano http://www.gamejournal.it/4_giordano/ 5 Issue 04 – 2015 L. Argenton, S. Tiberti, Psicologia del videogioco lio è soffermarsi sulla dimensione dell’ “avatar”. Il soggetto, di fronte al proprio avatar, può sviluppare con esso differenti relazioni. Un avatar può essere di tipo meramente relazionale, ovvero sostanzialmente identificativo e stabile (come quello che si attiva attraverso l’immagine che appare ad individuare il parlante in una chat), o coprire una funzione agentiva, intessendo una rete di relazioni emotive e comunicative con il soggetto umano che lo interpreta (è il caso della maggior parte dei videogiochi). Gli avatar, poi possono essere a bassa person- alità, risultando una pura estensione del videogiocatore, o ad alta personalità, divenendo dei veri e propri alter ego del videogiocatore (per esempio Duke Nukem). In seguito i due studiosi connettono questa teoria dell’avatar a una mappatura delle posizioni rispetto all’identità
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