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The Italian book cover of Shenmue. Una sfida semiotica

Launched in 2002, the Ludologica Collection examines the most important video games of all time. Each volume is dedicated to a key theme or a seminal title. The discussed texts are placed within the production of the game designer and the genre of development and are analyzed in depth. From Will Wright to Shigeru Miyamoto, from Hideo Kojima to Richard Garriott, Ludologica thus creates an original mosaic of aesthetics, genres, and autonomous intentions with few comparisons in the current publishing landscape. The collection offers a new way to look at video games with an approach that is both accessible and stimulating. Among the authors are prominent figures from specialized criticism, university professors from prestigious institutions, and enthusiasts.

Shenmue: A Semiotic Challenge" offers an analysis of one of the milestones in video game history. The book provides a set of tools, concepts, and categories to understand the ludonarrative functioning of video games while also offering a terminological framework for the analysis of specific texts. After an introduction to the state of the art in video game semiotics, the author presents a possible analytical model that involves breaking down the text according to a triple textual regime. In the third chapter, the identified tools are applied to the analysis of Shenmue (Sega, 1999), one of the most significant and misunderstood titles in recent video game history. A decade after the publication of Massimo Maietti's "Semiotics of Video Games," this monograph reaffirms the effectiveness of academic approaches to the study of the video game medium.

The Italian book cover of Shenmue. Una sfida semiotica Launched in 2002, the Ludologica Collection examines the most important video games of all time. Each volume is dedicated to a key theme or a seminal title. The discussed texts are placed within the production of the game designer and the genre of development and are analyzed in depth. From Will Wright to Shigeru Miyamoto, from Hideo Kojima to Richard Garriott, Ludologica thus creates an original mosaic of aesthetics, genres, and autonomous intentions with few comparisons in the current publishing landscape. The collection offers a new way to look at video games with an approach that is both accessible and stimulating. Among the authors are prominent figures from specialized criticism, university professors from prestigious institutions, and enthusiasts. Shenmue: A Semiotic Challenge" offers an analysis of one of the milestones in video game history. The book provides a set of tools, concepts, and categories to understand the ludonarrative functioning of video games while also offering a terminological framework for the analysis of specific texts. After an introduction to the state of the art in video game semiotics, the author presents a possible analytical model that involves breaking down the text according to a triple textual regime. In the third chapter, the identified tools are applied to the analysis of Shenmue (Sega, 1999), one of the most significant and misunderstood titles in recent video game history. A decade after the publication of Massimo Maietti's "Semiotics of Video Games," this monograph reaffirms the effectiveness of academic approaches to the study of the video game medium.

577. SHENMUE: A SEMIOTIC CHALLENGE
(Shenmue. Una sfida semiotica)

πŸ‘‰ www.thevideogamelibrary.org/book/shenmue...

#Shenmue #YuSuzuki #Sega #Ludologica #GameStudies #Gaming #Booksky

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The Italian book cover of "David Cage. Esperienze interattive oltre l'avventura". It is a handdrawn image of David Cage in front of a green background with an origami bird from Heavy Rain. 

Launched in 2002, the Ludologica Collection examines the most important video games of all time. Each volume is dedicated to a key theme or a seminal title. The discussed texts are placed within the production of the game designer and the genre of development and are analyzed in depth. From Will Wright to Shigeru Miyamoto, from Hideo Kojima to Richard Garriott, Ludologica thus creates an original mosaic of aesthetics, genres, and autonomous intentions with few comparisons in the current publishing landscape. The collection offers a new way to look at video games with an approach that is both accessible and stimulating. Among the authors are prominent figures from specialized criticism, university professors from prestigious institutions, and enthusiasts.


David Cage: Interactive Experiences Beyond the Adventure is the first monograph dedicated to one of the most important game designers of all time, David Cage. Founder of Quantic Dream and author of Omikron: The Nomad Soul (1994), Fahrenheit (2005), Heavy Rain (2010), and Beyond: Two Souls (2012), Cage is not your typical video game creator. He wears thick glasses, his mind is filled with mathematical formulas, and he has a wide range of highly varied interests. None of these are characteristic of the character Cage, who is, in fact, more akin to an intellectual, an artist, but above all, an enlightened innovator. Through a compelling analysis, the authors highlight the artistic, cinematic, and playful influences that characterize Cage's innovative works, urging the reader to reconsider the very potential of the video game medium.

The Italian book cover of "David Cage. Esperienze interattive oltre l'avventura". It is a handdrawn image of David Cage in front of a green background with an origami bird from Heavy Rain. Launched in 2002, the Ludologica Collection examines the most important video games of all time. Each volume is dedicated to a key theme or a seminal title. The discussed texts are placed within the production of the game designer and the genre of development and are analyzed in depth. From Will Wright to Shigeru Miyamoto, from Hideo Kojima to Richard Garriott, Ludologica thus creates an original mosaic of aesthetics, genres, and autonomous intentions with few comparisons in the current publishing landscape. The collection offers a new way to look at video games with an approach that is both accessible and stimulating. Among the authors are prominent figures from specialized criticism, university professors from prestigious institutions, and enthusiasts. David Cage: Interactive Experiences Beyond the Adventure is the first monograph dedicated to one of the most important game designers of all time, David Cage. Founder of Quantic Dream and author of Omikron: The Nomad Soul (1994), Fahrenheit (2005), Heavy Rain (2010), and Beyond: Two Souls (2012), Cage is not your typical video game creator. He wears thick glasses, his mind is filled with mathematical formulas, and he has a wide range of highly varied interests. None of these are characteristic of the character Cage, who is, in fact, more akin to an intellectual, an artist, but above all, an enlightened innovator. Through a compelling analysis, the authors highlight the artistic, cinematic, and playful influences that characterize Cage's innovative works, urging the reader to reconsider the very potential of the video game medium.

499. DAVID CAGE: INTERACTIVE EXPERIENCES BEYOND THE ADVENTURE
(David Cage. Esperienze interattive oltre l'avventura)

πŸ‘‰ www.thevideogamelibrary.org/book/david-c...

#DavidCage #QuanticDream #TheNomadSoul #Fahrenheit #HeavyRain #BeyondTwoSouls #GameStudies #Ludologica
#Gaming #GameSky #BookSky #Book

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The red and white book cover if Videogaymes.

Launched in 2002, the Ludologica Collection examines the most important video games of all time. Each volume is dedicated to a key theme or a seminal title. The discussed texts are placed within the production of the game designer and the genre of development and are analyzed in depth. From Will Wright to Shigeru Miyamoto, from Hideo Kojima to Richard Garriott, Ludologica thus creates an original mosaic of aesthetics, genres, and autonomous intentions with few comparisons in the current publishing landscape. The collection offers a new way to look at video games with an approach that is both accessible and stimulating. Among the authors are prominent figures from specialized criticism, university professors from prestigious institutions, and enthusiasts.

"Videogaymes" examines the representations of homosexual, bisexual, and transgender culture in video games. The author explains how the presence (or absence) of queer elements in a seemingly casual medium like video games has followed, and at times anticipated, profound social transformations. According to de Santis, the computer screen serves as a reflecting and distorting mirror of contemporary society. Amid beat 'em ups, adventures, and shooters, "Videogaymes" invites the reader to look at electronic entertainment in a new way, without prejudice and hypocrisy. Within the pages of "Videogaymes," role-playing becomes a game of roles and sexual identities.

The red and white book cover if Videogaymes. Launched in 2002, the Ludologica Collection examines the most important video games of all time. Each volume is dedicated to a key theme or a seminal title. The discussed texts are placed within the production of the game designer and the genre of development and are analyzed in depth. From Will Wright to Shigeru Miyamoto, from Hideo Kojima to Richard Garriott, Ludologica thus creates an original mosaic of aesthetics, genres, and autonomous intentions with few comparisons in the current publishing landscape. The collection offers a new way to look at video games with an approach that is both accessible and stimulating. Among the authors are prominent figures from specialized criticism, university professors from prestigious institutions, and enthusiasts. "Videogaymes" examines the representations of homosexual, bisexual, and transgender culture in video games. The author explains how the presence (or absence) of queer elements in a seemingly casual medium like video games has followed, and at times anticipated, profound social transformations. According to de Santis, the computer screen serves as a reflecting and distorting mirror of contemporary society. Amid beat 'em ups, adventures, and shooters, "Videogaymes" invites the reader to look at electronic entertainment in a new way, without prejudice and hypocrisy. Within the pages of "Videogaymes," role-playing becomes a game of roles and sexual identities.

487. VIDEOGAYMES: HOMOSEXUALITY IN VIDEO GAMES BETWEEN REPRESENTATION AND SIMULATION (1975-2009)

πŸ‘‰ www.thevideogamelibrary.org/book/videoga...

#Gaming #Booksky #Italia #GameStudies #Ludologica

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Launched in 2002, the Ludologica Collection examines the most important video games of all time. Each volume is dedicated to a key theme or a seminal title. The discussed texts are placed within the production of the game designer and the genre of development and are analyzed in depth. From Will Wright to Shigeru Miyamoto, from Hideo Kojima to Richard Garriott, Ludologica thus creates an original mosaic of aesthetics, genres, and autonomous intentions with few comparisons in the current publishing landscape. The collection offers a new way to look at video games with an approach that is both accessible and stimulating. Among the authors are prominent figures from specialized criticism, university professors from prestigious institutions, and enthusiasts.


"Independent Video Games: Culture, Communication, and Participation" is the first book in the Italian language to examine the milieu, economy, and rhetoric of independent gaming. Gandolfi illustrates the ways in which indie video games are discussed, received, or rejected online and by specialized media, suggesting that, in many cases, the success or failure of a project depends more on communicative issues than technical ones. To demonstrate this, the author examines numerous case studies, including FTL: Faster Than Light, Shroud of the Avatar, Star Citizen, Minecraft, Scrolls, Beyond: Two Souls, Dragon's Crown, PokΓ©mon X/Y, Wonderful 101, Dark Souls 2, Fire Emblem: Awakening, and Europa Universalis IV.

Launched in 2002, the Ludologica Collection examines the most important video games of all time. Each volume is dedicated to a key theme or a seminal title. The discussed texts are placed within the production of the game designer and the genre of development and are analyzed in depth. From Will Wright to Shigeru Miyamoto, from Hideo Kojima to Richard Garriott, Ludologica thus creates an original mosaic of aesthetics, genres, and autonomous intentions with few comparisons in the current publishing landscape. The collection offers a new way to look at video games with an approach that is both accessible and stimulating. Among the authors are prominent figures from specialized criticism, university professors from prestigious institutions, and enthusiasts. "Independent Video Games: Culture, Communication, and Participation" is the first book in the Italian language to examine the milieu, economy, and rhetoric of independent gaming. Gandolfi illustrates the ways in which indie video games are discussed, received, or rejected online and by specialized media, suggesting that, in many cases, the success or failure of a project depends more on communicative issues than technical ones. To demonstrate this, the author examines numerous case studies, including FTL: Faster Than Light, Shroud of the Avatar, Star Citizen, Minecraft, Scrolls, Beyond: Two Souls, Dragon's Crown, PokΓ©mon X/Y, Wonderful 101, Dark Souls 2, Fire Emblem: Awakening, and Europa Universalis IV.

430. INDEPENDENT VIDEO GAMES: CULTURE, COMMUNICATION, AND PARTICIPATION
(Videogiochi indipendenti. Cultura, comunicazione e partecipazione)

πŸ‘‰ www.thevideogamelibrary.org/book/indepen...

#Indie #IndieDev #Gaming #Videogiochi #Ludologica #Booksky #GameStudies #GameDesign #GameDev #Italiano

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Book Cover

Book Cover

325. KILLER7: PROFILE OF AN AUTEUR VIDEO GAME
(Killer7. Identikit di un videogioco d'autore)

πŸ‘‰ www.thevideogamelibrary.org/book/killer7...

#GameStudies #GrasshopperManufacture #SUDA51 #Killer7 #キラーセブン #EdizioniUnicopli #FilippoVanzo #Booksky #Gaming #Biography #Ludologica #Ludology

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Book Cover

Book Cover

254. REZ: THE AESTHETICS OF CODE, THE ART OF VIDEO GAMES
(Rez. L'estetica del codice, l'arte del videogioco)

πŸ‘‰ www.thevideogamelibrary.org/book/rez-the...

#REZ #TetsuyaMizuguchi #SEGA #GameStudies #GameDesign #GameDev #Ludologica #Gaming #Booksky @morolian.bsky.social

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