This paper explores the representations of factories in video games, in relation to dystopian fictional worlds. The representation of the factory, its role in video game storytelling, its connection with game design elements, are connected to the ways in which this building is a concrete embodiment of a dystopic system of power. The research is introduced by a brief survey of factories in video games. Then, this paper presents three progressive models, linked to three concrete examples: Beyond Good & Evil (Ubisoft, 2003), Amnesia: A Machine For Pigs (The Chinese Room, 2013) and NieR: Automata (Platinum Games, 2017). Finally, the contribution ends with a fourth category, linked to explicitly political video games.Il saggio analizza le mo...
Nowadays, videogames are identified as feasible teaching aid in history. However, each attempt to us...
Il libro, in occasione del quindicesimo anniversario del videogioco SimCity, esplora il rapporto tra...
In the last few years, video games reached a maturity that is now recognized at an institutional lev...
Il saggio analizza le modalità rappresentative delle fabbriche nei videogiochi in rapporto ai mondi ...
As has recently been admitted, videogames are the new frontier of the experiential entertainment. Di...
From the early days of videogame until the early 2000s, videogame play usually took place in two mai...
Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined s...
L'articolo prende le mosse dall'analisi di due prodotti recenti, Super Paper Mario e Paper Wars: Can...
In contemporary mediascape, video games represent the only narrative medium where the danger for the...
Several sci-fi dystopian novels depict communities of the future in which people spend most of their...
L'articolo affronta un caso molto particolare di uso "improprio" del videogame, il fenomeno dei mach...
Alone, in the dark. Narrative practices and videogame experiences of fear. In contemporary mediascap...
Lo studio affronta la tematica della cultura dei videogiochi analizzando comparativamente tre profil...
The gamification of communication and the advent of New media, of which the video game is the emblem...
In this work, we trace and analyze some production and design choices taken during the developing of...
Nowadays, videogames are identified as feasible teaching aid in history. However, each attempt to us...
Il libro, in occasione del quindicesimo anniversario del videogioco SimCity, esplora il rapporto tra...
In the last few years, video games reached a maturity that is now recognized at an institutional lev...
Il saggio analizza le modalità rappresentative delle fabbriche nei videogiochi in rapporto ai mondi ...
As has recently been admitted, videogames are the new frontier of the experiential entertainment. Di...
From the early days of videogame until the early 2000s, videogame play usually took place in two mai...
Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined s...
L'articolo prende le mosse dall'analisi di due prodotti recenti, Super Paper Mario e Paper Wars: Can...
In contemporary mediascape, video games represent the only narrative medium where the danger for the...
Several sci-fi dystopian novels depict communities of the future in which people spend most of their...
L'articolo affronta un caso molto particolare di uso "improprio" del videogame, il fenomeno dei mach...
Alone, in the dark. Narrative practices and videogame experiences of fear. In contemporary mediascap...
Lo studio affronta la tematica della cultura dei videogiochi analizzando comparativamente tre profil...
The gamification of communication and the advent of New media, of which the video game is the emblem...
In this work, we trace and analyze some production and design choices taken during the developing of...
Nowadays, videogames are identified as feasible teaching aid in history. However, each attempt to us...
Il libro, in occasione del quindicesimo anniversario del videogioco SimCity, esplora il rapporto tra...
In the last few years, video games reached a maturity that is now recognized at an institutional lev...