Text by Mathias Jansson
A key characteristic of a video game could be that it has rules. You have to follow certain rules to succeed in the game. The rules could be as simple as “hit the ball” in Pong, or as complex as in Civilization, where you build an empire from scratch. Read the rest Theme 7: Rules in video games
Text by Mathias Jansson
A key characteristic of a video game could be that it has rules. You have to follow certain rules to succeed in the game. The rules could be as simple as “hit the ball” in Pong, or as complex as in Civilization, where you build an empire from scratch. Read the rest
Text by Dario Compagno, Ph.D. in Semiotics at the University of Siena, Italy
This is the introduction of an annex discussion to the Semiotics of Video Games exhibition. It was led by Dario Compagno on Facebook in October 2010.
Text by Gabriele Ferri, PhD student in Semiotics at the University of Bologna, Italy
This is the introduction of an annex discussion to the Semiotics of Video Games exhibition. It was led by Gabriele Ferri on Facebook in September 2010.
Talk about the appropriation of space given at the IXth IIAA conference on Environmental Aesthetics, University of Helsinki, paper published in the issue 232 of the “Design, Architecture, Ideas” Ottagono magazine (Italy).
Part of Welcome to my Place.
Part of Welcome to my Place.
Study on Verticality – video triptych
May 2010
Series of three artistic videos screened at Museu Valencià de la Il·lustració i la Modernitat, 3rd edition of Under the Subway Videoart Night, Images Contre Nature and Toronto Urban Film Festival.
Paper published in the February 2010 edition of Philosophy Now magazine.
The Design for Dreaming workshops were organized in collaboration with
What does progress mean nowadays? Who defines it? What is our verdict on past and present visions of the future? Do we still want to imagine an ideal future? Can we? 