1. OLTRE IL GIOCO (TEASER)

    01:01

    from Matteo Bittanti / Added

    Oltre il gioco. Critica della ludicizzazione Ludologica. Game Theory. Numero 28 a cura di Matteo Bittanti e Emanuela Zilio Autunno 2015 Oltre il gioco. Critica della ludicizzazione è il primo volume accademico in lingua italiana dedicato al fenomeno della gamification, in italiano ludicizzazione, che consiste nell’applicazione di meccaniche e principi del gioco a contesti e situazioni non-ludiche. Il libro esamina il complesso rapporto tra architettura e urbanistica, gioco e cultura, tecnologia e divertimento, arte e attivismo. Questa raccolta di saggi include contributi eterogenei nella forma e nello stile. I temi trattati spaziano dagli esperimenti di urbanistica ludica dei Situazionisti negli anni Sessanta alle promesse delle cosiddette SmartCity, dall’ascesa di Foursquare agli interventi artistici in Grand Theft Auto, dai serious games ai droni, dall’avvento del mobile gaming alla sorveglianza reale e virtuale negli spazi cittadini. L’antologia si avvale di contributi inediti per l’Italia di studiosi, ricercatori, game designer e praticanti italiani e internazionali. ludologica.com

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    • LUDOLOGICA PRESENTA: PAOLO PEDERCINI, I VIDEOGIOCHI & L'ESSENZA DEL CAPITALISMO

      25:33

      from Matteo Bittanti / Added

      LUDOLOGICA presenta PAOLO PEDERCINI Sabato 24 gennaio 2014 alle ore 19:00 La Triennale Milano, Italy http://tinyurl.com/ll53tz5 Nel corso della conferenza Il mondo che verrà, il mondo come è già. Critica alla Ragione Tecnologica, Paolo Pedercini è intervenuto sul tema "I videogiochi e lo Spirito del Capitalismo". Descrizione Se i videogiochi, nella loro immensa varietà, hanno qualcosa in comune, può forse essere la loro compulsione per l'efficienza e il controllo, per la quantificazione e il calcolo. I videogiochi sono la forma estetica di razionalizzazione. Indipendentemente dalle intenzioni degli autori, l’impianto cibernetico della forma videoludica può promuovere una visione borghese e materialista dei sistemi simulati. Stiamo ancora imparando ad esprimerci in termini qualitativi attraverso il linguaggio quantificato dei videogiochi. Si tratta di un processo di hackeraggio collettivo, una graduale trasformazione di macchine da calcolo in macchine espressive. Questo intervento presenterà esempi e possibili strategie per attuare questa trasformazione. Paolo Pedercini: game designer, artista e docente, Pedercini è Visiting Assistant Professor of Art presso la Carnegie Mellon University School of Art di Pittsburgh, in Pennsylvania. Le sue opere interattive - spesso prodotte con lo pseudonimo di Molleindustria, attivo dal 2003 - esaminano il rapporto tra il divertimento elettronico e l’ideologia, l’ecologia e la politica. Tra i tanti, McDonald's videogame, Oiligarchy, Phone Story, Faith Fighter, Every Day the Same Dream, Unmanned.

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      • The Master of Arts in Creative Media (MACM) , School of Creative Media

        04:00

        from SCM, CityU of HK / Added

        25 Plays / / 0 Comments

        Introduction of the postgraduate programme "Master of Arts in Creative Media (MACM)"

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        • How to get rid of homeless [critical text]

          16:37

          from Matteo Bittanti / Added

          HOW TO GET RID OF HOMELESS by Matteo Bittanti CONCRETE PRESS, 2015 How to get rid of homeless is a monumental project. A 600-page epic split in two volumes documenting the so-called “homeless scandal” that affected the newly released game SimCity (Maxis/Electronic Arts, 2013), How to get rid of homeless reproduces dozens of threads concerning “homelessness” that appeared in Electronic Arts’ online forum between 2012 and 2013. Matteo Bittanti collected, selected, and transcribed thousands of messages exchanged by the forum members who first experienced and then tried to “eradicate” the phenomenon of homelessness that “plagued” SimCity. From surprise to despair, from shock to resignation, these posts highlight the pitfalls of simulation, the not-so-subtle effects of ideology on game design, and the interplay between play and society, politics and entertainment. Decontextualized from their original source and reproduced on paper sans the majority of online communication hallmarks (e.g. author’s signatures, side banners, avatar pictures etc.), these textual exchanges create a peculiar narrative. Some of the dialogues’ absurdist tones evoke Ionesco’s plays. Others reveal racist and classist biases, and forcefully introduce - or, rather, reintroduce - a highly political vision that the alleged “neutral” algorithms were supposed to overcome. This video provides contextual information about the project. www.concrete-press.org www.mattscape.org

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          • how to get rid of homeless [reading #2]

            06:39

            from Matteo Bittanti / Added

            HOW TO GET RID OF HOMELESS BY MATTEO BITTANTI CONCRETE PRESS, 2015 How to get rid of homeless is a monumental project. A 600-page epic split in two volumes documenting the so-called “homeless scandal” that affected the newly released game SimCity (Maxis/Electronic Arts, 2013), How to get rid of homeless reproduces dozens of threads concerning “homelessness” that appeared in Electronic Arts’ online forum between 2012 and 2013. Matteo Bittanti collected, selected, and transcribed thousands of messages exchanged by the forum members who first experienced and then tried to “eradicate” the phenomenon of homelessness that “plagued” SimCity. From surprise to despair, from shock to resignation, these posts highlight the pitfalls of simulation, the not-so-subtle effects of ideology on game design, and the interplay between play and society, politics and entertainment. Decontextualized from their original source and reproduced on paper sans the majority of online communication hallmarks (e.g. author’s signatures, side banners, avatar pictures etc.), these textual exchanges create a peculiar narrative. Some of the dialogues’ absurdist tones evoke Ionesco’s plays. Others reveal racist and classist biases, and forcefully introduce - or, rather, reintroduce - a highly political vision that the alleged “neutral” algorithms were supposed to overcome. www.concrete-press.org www.mattscape.org

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            • How to get rid of homeless [table of contents]

              02:43

              from Matteo Bittanti / Added

              HOW TO GET RID OF HOMELESS BY MATTEO BITTANTI CONCRETE PRESS, 2015 How to get rid of homeless is a monumental project. A 600-page epic split in two volumes documenting the so-called “homeless scandal” that affected the newly released game SimCity (Maxis/Electronic Arts, 2013), How to get rid of homeless reproduces dozens of threads concerning “homelessness” that appeared in Electronic Arts’ online forum between 2012 and 2013. Matteo Bittanti collected, selected, and transcribed thousands of messages exchanged by the forum members who first experienced and then tried to “eradicate” the phenomenon of homelessness that “plagued” SimCity. From surprise to despair, from shock to resignation, these posts highlight the pitfalls of simulation, the not-so-subtle effects of ideology on game design, and the interplay between play and society, politics and entertainment. Decontextualized from their original source and reproduced on paper sans the majority of online communication hallmarks (e.g. author’s signatures, side banners, avatar pictures etc.), these textual exchanges create a peculiar narrative. Some of the dialogues’ absurdist tones evoke Ionesco’s plays. Others reveal racist and classist biases, and forcefully introduce - or, rather, reintroduce - a highly political vision that the alleged “neutral” algorithms were supposed to overcome. This video provides contextual information about the project. www.concrete-press.org www.mattscape.org

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              • how to get rid of homeless [reading #1]

                08:08

                from Matteo Bittanti / Added

                HOW TO GET RID OF HOMELESS BY MATTEO BITTANTI CONCRETE PRESS, 2015 How to get rid of homeless is a monumental project. A 600-page epic split in two volumes documenting the so-called “homeless scandal” that affected the newly released game SimCity (Maxis/Electronic Arts, 2013), How to get rid of homeless reproduces dozens of threads concerning “homelessness” that appeared in Electronic Arts’ online forum between 2012 and 2013. Matteo Bittanti collected, selected, and transcribed thousands of messages exchanged by the forum members who first experienced and then tried to “eradicate” the phenomenon of homelessness that “plagued” SimCity. From surprise to despair, from shock to resignation, these posts highlight the pitfalls of simulation, the not-so-subtle effects of ideology on game design, and the interplay between play and society, politics and entertainment. Decontextualized from their original source and reproduced on paper sans the majority of online communication hallmarks (e.g. author’s signatures, side banners, avatar pictures etc.), these textual exchanges create a peculiar narrative. Some of the dialogues’ absurdist tones evoke Ionesco’s plays. Others reveal racist and classist biases, and forcefully introduce - or, rather, reintroduce - a highly political vision that the alleged “neutral” algorithms were supposed to overcome. www.concrete-press.org www.mattscape.org

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                • INTRODUZIONE A LUDOLOGICA

                  12:52

                  from Matteo Bittanti / Added

                  Di seguito la breve introduzione a LUDOLOGICA tenuta in occasione della presentazione del volume User Generated Cities di Simone Riccardi, Silvia Ombellini e Andrea Cantini alla Triennale di Milano nel corso di BookCity 2014. Milano, 15 Novembre 2014 Per ulteriori informazioni: http://tinyurl.com/le987n8

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                  • ORIZZONTI DI FORZA (LUDOLOGICA)

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                    from Matteo Bittanti / Added

                    Book teaser for Orizzonti di Forza. Fenomenologia della guida videoludica (Horizons of Forza. Phenomenology of Simulated Driving) by Matteo Bittanti, volume 27 of LUDOLOGICA, Italy's Game Studies book series, to be released in 2015. Screenshots source: Forza Horizon 2 by Playground Games/Microsoft (2014) Sountrack: an excerpt from "Kenneth Goldsmith reads poetry at White House Poetry Night" (May 12, 2011) produced by Poetry Film Festival. Goldsmith reads an excerpts from his book Traffic (2007). Book teaser di Orizzonti di Forza. Fenomenologia della guida videoludica di Matteo Bittanti, volume 27 della serie italiana di game studies LUDOLOGICA. Il libro sarà disponibile nel 2005. more info at http://tinyurl.com/q83cl7d

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                    • Entrevista / Javi Sanchez (@quimicefa)

                      09:17

                      from ARTELEKU / Added

                      38 Plays / / 0 Comments

                      Javi Sanchez-i elkarrizketa, "Laborategia #02: Bideojokoen asmaketa, diseinua eta prototipoa" tailerarrean gonbidatua, Artelekun, irailaren 6tik 8ra. --- Entrevista a Javi Sanchez, invitado del taller "Laboratorio #02: Diseño, Concepción y Prototipado de Videojuegos" realizado en Arteleku del 6 al 8 de septiembre de 2013.

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