May 252015
 
May 152015
 

MEDIA MUTATIONS 7 – Space Invaders. The impact of digital games in contemporary media ecosystems.

Bologna, Dipartimento delle Arti, Salone Marescotti, May 26th and 27th 2015.
International conference organized by Riccardo Fassone, Paolo Noto, and Claudio Pires Franco.
Keynote speakers: Tanya Krzywinska (University of Falmouth) and Geoffrey Long (Annenberg Innovation Lab, University of Southern California)

Tuesday, May 26

10.00 Greetings and introduction

10.30 AESVI4DEV at Media Mutations (in collaboration with the Italian Association of Game Publishers and Developers)

Ivan Venturi (IV Productions), Narrativa nei videogiochi in prima e terza persona: l’Inquisitore e gli Occhi dallo Spazio Profondo.
Luca Marchetti and Federico Semeraro (Studio Evil), RELIVE, quando video games, università e medici si incontrano.
Pietro Polsinelli (Design A Game), Videogiochi salvifici e diabolici.
Alain Bonati (alittleb.it), Gamified E-learning & Scenario-Based Learning anche per cambiare i comportamenti.

12.30 Lunch Break

15.00 Keynote address

Tanya Krzywinska (University of Falmouth), Weird Invasions: Games and The Conspiracy Hermeneutic Affect.

16.30 Interactions between film and games

Nathan Hunt (University of Derby), Persistent aesthetics and utilitarian antagonists: the pleasures and uses of the zombie in digital games.
Federico Zecca (Università di Udine), The film game and the playful cinema.
Dom Holdaway (Università di Bologna), Generic Convergence: Humour and the Swashbuckler Experience in Pirates of the Caribbean and Monkey Island.

18.00 Journals and projects presentations

Wednesday, May 27

9.30 Keynote address

Geoffrey Long (Annenberg Innovation Lab, University of Southern California), 21st Century Storytelling: From Transmedia to the New Screens.

11.00 Playing games in the media ecosystems

Gabriele Baronio (Università di Bologna), TwitchPlays: invasione controllata di spazi digitali.
Andrea Giovannucci (Università di Bologna), Il LARP nel mondo digitale: contaminazione nei linguaggi ludici.
Alberto Sebastiani (Università di Bologna), Nicolas Eymerich inquisitore.

12.30 Lunch Break

14.30 Studying games in the media ecosystems

Hartmut Koenitz (University of Georgia) and Gabriele Ferri (Indiana University), Mutations of narrative structures.
Lisa Patti (Hobart and William Smith Colleges), In(ter)activity and Identification: Video Games and Digital Portraiture.
Mattia Thibault (Università di Torino), From the periphery to the heart of thesemiosphere.

16.00 Playful marketing

Stephanie Janes (Royal Holloway), Gamification in Film Marketing.
Ed Vollans (University of Eaast Anglia), Games on screen: The videogame trailer as advert then trailer.
Giacomo Di Foggia (Università di Bologna), La gamification di sé.

17.45 Final remarks

Peppino Ortoleva (Università di Torino)

Dec 202014
 

Media Mutations 7. Space Invaders. The impact of digital games in contemporary media ecosystems.
Bologna, Dipartimento delle Arti, Salone Marescotti, May 26th and 27th 2015

Confirmed keynote speaker: Tanya Krzywinska (Falmouth University) and Geoffrey Long (Annenberg Innovation Lab – University of Southern California).
Final remarks by Peppino Ortoleva (Università di Torino)

Organized by: Paolo Noto (Università di Bologna), Riccardo Fassone (Università di Torino), Claudio Pires Franco (University of Bedfordshire)

In the past years digital games have progressively become more visible in the media ecosystem, and now occupy a prominent position, economically and culturally, in the mediascape.
As a consequence, scholars in TV and Film Studies have been incorporating the study of video games into their field of interests, working in particular on the aesthetic and narrative relationship between digital games and other media. Scholarly production has extensively focused, on the one hand, on issues such as intermediality, narrative aspects in digital games as well as on modes of representation and enunciation and, on the other hand, on playful aspects of the cinematic and televisual narration.

What seems to be nearly absent in this field of analysis is a more structured reflection on the impact of digital games in the contemporary media ecosystem. In particular, we would like to foster a further exploration of the spaces traditionally occupied by cinema and television that have been significantly modified, both by the pervasiveness of digital games and by the design of gameful products. Moreover, we encourage an exploration of current and potential technological developments that determine interactions and convergences in the different aspects of production between video games and other media.
Coherently with its previous editions, Media Mutations 7 encourages ecosystemic analyses, encompassing games and play and their role within the wider space of media, of the aspects listed below. We accept proposals for 20 minute papers on:

  • Space of creation and production: What kind of unprecedented products emerge from the coexistence between games and other creative objects? What types of products have been subject to mutations triggered by the increasing presence of digital games in the media ecosystem?  How might models of production and creative work migrate between games and other media? How does the increasing importance of games affect the organization of contemporary media franchises? To what extent the need to engage viewers through playful elements influences the styles of writing and filmmaking? How has this changed the professional routines as well as the geography of workplaces? What are the potential educational applications of video games and how do they relate to the use of other media in the same context?
  • Space of delivery and consumption: How are games showcased and sold in physical as well as digital stores, in competition (or in collaboration) with other items, such as films and TV series? What are the forms of monetization and the marketing strategies they adopt in the competition for the limited resources of users’ money and time? How are promotional practices and discourses of games affected by other media, and vice versa? How are forms of interactive technology and distribution contributing to the development of new cross-media experiences, such as second screens, mobile media , augmented reality and the like?
  • Space of discussion: How have games achieved a culturally legitimate status? How are games brought into traditional spaces of exhibition? What is the meaning of buzzwords, such as interactive, immersive, gamification and transmedia according to the contexts in which they are employed (in academia, marketing, industry, etc.)?

We will also consider proposals on the following subjects:
serious games, advergames, interactive Web-docs, educational games, amusement parks, gamification of blockbuster movies and TV, Alternate Reality Games (ARG), casual games.

The official languages of the conference are English and Italian. Abstracts (250-1000 words for 20-minute talks) should be sent to mediamutations.org [at] gmail.com by March 5th 2015. Please attach a brief biography (maximum 150 words) and an optional selected bibliography (up to ten titles) relevant to the conference theme. Notification of paper acceptance will be sent to proponents between 15-30 March.

A registration fee will be requested after notification of paper acceptance (€40 for speakers; admission to the conference is free for students). Papers will be published in the online repository of the University of Bologna and a selection will be included in an edited collection to be submitted to an international publisher (a volume based on the proceedings of Media Mutations 5, The Politics of Ephemeral Digital Media is forthcoming by Routledge). For more information on the previous editions of Media Mutations, please check the conference’s website, www.mediamutations.org.

May 022015
 

Media Mutations / ZoneModa Rimini, a cura di Antonella Mascio & Roy Menarini,  Università di Bologna

RIMINI, 6 maggio 2015, 10.00 – 17.30

Sede Universitaria Valgimigli. Via Santa Chiara, 40 – aula 2

INFINITI MONDI POSSIBILI: supereroi e cosplayer fra moda e immaginario visuale contemporaneo

Negli ultimi anni i supereroi sono stati i protagonisti di molte delle produzioni mass mediali. I film in cui appaiono sono da tempo considerati “film events” e rappresentano la quasi totalità della produzione blockbuster. E tutti i media audiovisivi e digitali hanno intensificato la presenza del supereroe nei prodotti per le audience più allargate. Contemporaneamente, la cultura super-eroistica ha messo radici nelle pratiche fandom e nella nerd e geek culture, dando vita a fenomeni sociali e subculturali di sicuro interesse.

Le linee di ricerca che vorremmo evidenziare nel corso della giornata di studio sono dunque almeno due.
Da una parte il soggetto del supereroe come figura narrativa esemplare e multiuso per le differenti esigenze della serialità e dell’industria culturale. Il moltiplicarsi delle narrazioni seriali in cui appaiono (dai fumetti alle serie tv come Agents of S.H.I.E.L.D. o Flash, o alle saghe cinematografiche come X-Men e i suoi spin-off), l’ampliarsi dell’ambiente game che li propone inseriti in diverse storie e formati (Batman-Lego per Ds; Avengers Nintendo Wii..), la contaminazione di spazi online ad essi dedicati forniscono una mappa in continua evoluzione, composta da diverse possibilità di accesso. In questo contesto la figura dell’autore trova una ricollocazione negli ecosistemi mediali e nei processi di scrittura industriale. Il caso di Joss Whedon ne è l’epitome.

Dall’altra, ci troviamo di fronte a una fuoriuscita dal finzionale nel reale, dunque alle possibili manifestazioni dell’universo dei supereroi nell’immaginario contemporaneo, fino agli effetti sull’abbigliamento e la moda. In molti casi le trasposizioni vengono rese possibili dalle case di produzione; sempre più, però, sono i pubblici ad attivarsi e a proporre nuove visioni seguendo diversi percorsi creativi. Le audience, infatti, moltiplicano le combinazioni narrative dando luogo a nuove storie dei supereroi nelle fanfiction, ne discutono nei forum e nei social network, propongono e incarnano emulazioni per mezzo di una ricerca estetica e del costume che mostra nel cosplay il fenomeno più eclatante.

Quanto peso hanno dunque i supereroi e le loro storie nella definizione dell’immaginario attuale collettivo? Che significato hanno i fenomeni di costume come il cosplay? Quanto questi fenomeni rafforzano l’importanza dell’universo finzionale a livello culturale?

A partire da queste prime riflessioni si intende organizzare una giornata di studi nella sede di Rimini (ZoneModa, Università di Bologna) per ragionare insieme a ricercatori ed esperti del settore sui seguenti punti:

  • Produzioni mass mediali e contesto culturale contemporaneo
  • Supereroi e immaginario culturale collettivo: relazioni e contaminazioni
  • Seralità (cinematografica e televisiva) e autorialità
  • Uso e interpretazione dei pubblici: attività e produzioni “dal basso”
  • Produzioni visuali e supereroi
  • Il cosplay come fenomeno di costume?
  • Relazioni fra cosplay e moda

Organizzazione della giornata:

 

ore 10

Presentazione e Saluti: Guglielmo Pescatore e Federica Muzzarelli

Sessione I

Francesco Verdinelli

Giovanni Boccia Artieri

Piergiorgio Degli Esposti

(chair: Veronica Innocenti)

 

Antonella Mascio e Roy Menarini discutono con:

Sabrina Zanetti, direzione artistica Cartoon Club

Egisto Quinti Seriacopi, direzione Riminicomix

 

Pausa pranzo

Ore 14.30

 

Presentazione libro di Roy Menarini “Il corpo nel cinema. Storie, simboli e immaginari” collana Culture, Moda e Società, Pearson Bruno Mondadori (discute Paolo Noto)

 

Sessione II

Barbara Maio.

Junji Tsuchiya (video)

Sara Martin

Sara Pesce

(chair: Claudio Bisoni)