Sound and vision. L’immagine, lo sguardo e lo spazio - Sound and vision. The image, look and space
digital
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This intervention aims at dealing with the analysis of some case studies, reconstructing the critical debate and starting from how digital landscapes are used, with modalities that you can confront with those of the nineteenth-century flâneur who wandered aimlessly through the city just to experience it. The translations of landscapes and contemporary urban imaginaries acquire aesthetic and design-related values to the extent that in some cases they represent another experience for the player, as interactive possibilities not strictly related to the main gameplay. A reconstruction of the models and of their cultural meanings is particularly important, restarting from studies such as the Century City exhibition held at the Tate Modern in London, who investigated the particular importance of some cities in a given period and connected to a specific cultural scene. Thanks to a project-related culture dedicated to the digital city, it has been possible to follow the spread of a phenomenon, the diffusion of different sorts of tourism in videogames, interpreted from time to time as a “prize” for the gamer, a diversion or a parallel activity, often user-generated, compared to the main action of the game, or characterized as interstices in the main action and narration, until recent cases in which the act of looking and documenting coincide with the game itself.
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