In light of the combination of interactive fiction and RPG (role playing game), starting from the Nineties up to the very latest evolution in ARGs (alternate reality games), this contribution aims to apply some paradigms of the Reader Response Theory and Affect Theory to the analysis of the global game industry. The purpose is to frame the migration of videogames from the digital platform to the real world through its re-evaluation as a performative event and affective process, with the conjunction between empathic and ethical reflections. It means that this medium is seen as an interrelation sistem of identity representation and social integration, starting from the analysis of the receptive phenomena to which it lends itself, which are not too different from those of the literary text.
Angela Di Fazio (2018). Interactive fictions e giochi immersivi. Nuove applicazioni per una teoria della risposta e(ste)tica. Tübingen : Stauffenburg Verlag.
Interactive fictions e giochi immersivi. Nuove applicazioni per una teoria della risposta e(ste)tica
Angela Di Fazio
2018
Abstract
In light of the combination of interactive fiction and RPG (role playing game), starting from the Nineties up to the very latest evolution in ARGs (alternate reality games), this contribution aims to apply some paradigms of the Reader Response Theory and Affect Theory to the analysis of the global game industry. The purpose is to frame the migration of videogames from the digital platform to the real world through its re-evaluation as a performative event and affective process, with the conjunction between empathic and ethical reflections. It means that this medium is seen as an interrelation sistem of identity representation and social integration, starting from the analysis of the receptive phenomena to which it lends itself, which are not too different from those of the literary text.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.