Mattia Thibault

Mattia Thibault
Tampere University | UTA · Department of Pervasive Computing

PhD

About

49
Publications
10,626
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89
Citations

Publications

Publications (49)
Book
Full-text available
In this book, we compare and contrast the various forms of play that occur in urban environments or are dedicated to their design and planning, with the notion of the playable city. In a playable city, the sensors, actuators, and digital communication networks that form the backbone of smart city infrastructure are used to create novel interfaces a...
Article
Full-text available
In this Research Topic, we compare and contrast the various forms of play that occur in urban environments or are dedicated to their design and planning, with the notion of the playable city. In a playable city, the sensors, actuators, and digital communication networks that form the backbone of smart city infrastructure are used to create novel in...
Article
This article builds on previous scholarship on urban play, playable cities, and gamification by focusing on the contemporary relationship between play and mobility in cities. The article applies Floch’s semiotic square of valorisations to urban mobility by examining the values that are employed to make sense of movement through the city. The model...
Conference Paper
Full-text available
The first wave of the COVID-19 pandemic that affected many cities around the world during the spring and summer 2020 was often met with regulations requiring people to lockdown, to quarantine or to respect social distancing. Urban spaces often became off-limits and depopulated, filled with borders isolating people confined at home. Nevertheless, in...
Chapter
Games have always been everywhere. This is increasingly so because of the expanding pervasiveness of games in contemporary culture, shift to post-industrial era and the general awakening to the importance of human motivation, creativity and empowerment in the context of today’s human pursuits. This sudden but explosively expanding trend of gamifica...
Article
Full-text available
Images of Hong Kong protestors tearing down facial recognition towers to avoid being identified by the authorities started circulating online in September 2019, quickly becoming a symbol of the technological dimension of contemporary struggles against power. While, on the one hand, devices aiming at dissimulating faces from facial recognition syste...
Conference Paper
In this paper we present MESMER, a work-in-progress tangible conversation tool for playful design. Our work extends the Otherworld Framework (OF) [7] for tangible tools by centering specifically on play as a conversation topic. Here we unpack how early experiments with OF motivated our work and describe the current iteration of the MESMER tool, whi...
Chapter
Smart city technologies offer the potential to address issues of sustainability and efficiency in cities. Continuous monitoring, geotracking and ubiquitous computing offer tools for engaging citizens, influence their behaviour and measuring its impact on the city. These technologies, however, are not neutral: if handled in a top-down way, give rise...
Chapter
Full-text available
Smart Cities and Virtual Reality technologies are at the centre of many scientific and political discourses and are generally presented as among the major technological innovations of our time. This chapter aims to investigate the relationship between cities and VR and, in particular, how urban spaces are represented through VR technologies. This c...
Book
The collection of articles in this issue of Versus on the semiotics of concealment proposes theoretical reflections and some of their possible applications on the many facets of secret communication. The aim of these texts is to bring together a semiotic methodology, to enunciate the logic of decryption, to highlight some rhetoric of dissimulation...
Book
Tutti sappiamo, o pensiamo di sapere, che cos’è il gioco, ma come funziona davvero questo dispositivo culturale irrinunciabile e variegato? Che cosa significa “giocare”? Quali operazioni interpretative e comunicative comporta? Oggi, mentre la nostra cultura appare essere oggetto di una progressiva ludicizzazione testimoniata dal fiorire dell’indust...
Conference Paper
Full-text available
What for and how will we design children's technologies in the transhumanism age, and what stance will we take as designers? This paper aims to answer this question with 13 fictional abstracts from sixteen authors of different countries , institutions and disciplines. Transhumanist thinking envisions enhancing human body and mind by blending human...
Chapter
Full-text available
This chapter outlines a specific framework for the creation of critical playable cities. This framework combines three different concepts: DIY urbanism, critical design and urban gamification which are seen as complementary to each other. Cities are complex systems. Various actors often explicitly or implicitly harmonize or collide to shape the lan...
Chapter
Full-text available
This paper investigates the use of the Klingon conlang outside the Star Trek franchise , trying to shed some light on why people invest time and effort to learn a very complex fictional language. The paper starts by outlining the history of the conlang, from its creation to its diffusion. It then proceeds to analysing the relationship between the K...
Article
This paper investigates, from a semiotic perspective, the relationship between gamification and the latest digital marketing approaches within tourism and travel industry. First, we outline tourism as a specific form of valorisation, that produces-and is produced-by the tourist gaze. Such valorisation, however, changes with the semiosphere. Therefo...
Article
Full-text available
This paper proposes a reflection on the notion of island and on its cultural productivity grounded in its morphological, logistical and symbolical features. First of all, we present a brief overview of the semiotic properties of water, underlining how it affects anthropic spaces such as cities and the way we interpret them. The second paragraph is...
Chapter
Religious topics are increasingly common in video games, frequently addressing issues such as spirituality and transcendence. Yet this is only the surface of more complex phenomena, deeply tied to religious experience itself in interactive digital simulations. The aim of the chapter is to highlight the implications of the ties between religion and...
Article
Full-text available
The aim of this paper is to overview the presence of catastrophes in game worlds and, in particular, to investigate what they can tell us about real catastrophes. To this end, we present a semiotic typol-ogy of catastrophes, confronting them with epistrophes and apostrophes and further articulating them relative and absolute cessation events. Then...
Conference Paper
Full-text available
Our paper focuses on toyification. By this phenomenon, we point to two, parallel developments: 1) The increasing prestige of toys, which start to find their way in classrooms, art museums, fashion and so on, influencing in this way other languages, and, 2) The deliberate attempt to design products according to toy aesthetics in order to make them m...
Conference Paper
Full-text available
This paper aims at proposing an alternative take on gamification, based on bottom up approaches and critical design. In the first part of the paper, several issues concerning gamification are reviewed: the claim that it is exploitative, the problematic definition of game elements as well as gamification's connections to power and discipline and the...
Chapter
This paper aims to propose a semiotic perspective on how play can be used to change the citizens’ perception of the city. The paper propose a meaning-centered understanding both of play activities (seen as resemantisations of the surrounding environment) and of urban spaces (seen as complex meaning-making machines) and attempts to show how the firs...
Article
Full-text available
The paper provides an overview of the macro-isotopy “cat”, a totemic figure disputed between the elitist and often-esoteric subculture related to the origins of Internet and the standardized mass culture permeating social media. Due to its features, “cat” is a cultural unit which is easy to anthropomorphize and iconize, according to a variety of te...
Article
Full-text available
This paper introduces the concept of guerrilla memory as a strategy for transmitting historical memory that: 1) makes use of unconventional communication techniques, 2) moves the space/time dedicated to the memory in everyday life and 3) focuses on a humanized take on the events, often embodied by one or more martyrs. The paper, after introducing t...
Conference Paper
Full-text available
In January 2018 the first promotional materials of Nintendo Labo (an expansion for Nintendo Switch allowing players to build cardboard interfaces, Figure 1) raised a lot of interest and hype around the product: the mixture of digital games and analogue playfulness, of sophisticated software and low-fi interface was both novel and appealing. In this...
Book
Le retoriche giornalistiche e gli immaginari mediali ci parlano di un mondo in declino, il cui orizzonte si fa sempre più difficile da scorgere, tormentato da innumerevoli paure e messo in discussione da catastrofi imminenti. Crisi politiche, disastri ecologici, complotti globali, scenari da fine del mondo. Ma qual è il confine tra pericoli attuali...
Article
Full-text available
The aim of the article is to introduce an approach to play based on semiotics of culture and, in particular, grounded in the works and ideas of Juri Lotman. On the one hand, it provides an overview of Lotman's works dedicated to play and games, starting from his article on art among other modelling systems, in which the phenomenon of play is treate...
Chapter
Even though literary genres are instrumental for the study and analysis of video games, we should also take into consideration that, nowadays, the boundaries of literature have been crossed and we have to deal with a broader transmedia reality. Approaching it can be quite challenging and, in addition to the already existing genre theory, it require...
Article
Full-text available
This paper approaches the visual alternatives to photorealistic computer games graphics â and in particular those influenced by analogue aesthetics â that appear to become more and more common in the indie game scene. The release of a great number of retro-games with pixelated aesthetics, the imminent publication of many analogue-looking video game...
Article
Full-text available
Nowadays game studies are in the foreground of cultural and communication debates. Even if video games are strongly studied in semiotics, play is a wide field of study with many areas still unexplored. The area that this paper aims to explore concerns board games and it focuses on the relationship between game and narration and the role of a game’s...
Article
Full-text available
Conspiracy theories permeate through every level of the Web. The semiotic features of this medium lead to mistrust, misunderstanding, and aberrant interpretations entailing a mythological approach to meaning. The essay investigates the relations between conspiracy theories and the semiotic features of a peculiar area of the Web: its peripheries. In...
Chapter
Even though literary genres are instrumental for the study and analysis of video games, we should also take into consideration that, nowadays, the boundaries of literature have been crossed and we have to deal with a broader transmedia reality. Approaching it can be quite challenging and, in addition to the already existing genre theory, it require...
Conference Paper
Full-text available
Article
Full-text available
This paper aims to reconstruct the fortune of the semiotic analysis of cartomancy, considered as a proper semiotic system, focusing in particular on the point of view of Tartu-Moscow School of Semiotics (TMS). TMS, founded by the renowned semiotician Yuri Lotman, offers one of the most interesting semiotic approaches to culture and communication ye...
Article
Full-text available
This paper is part of the collective effort that sees many semoticians increasingly applying their analytic tools to the Internet, in order to give birth to an authentic "semiotics of the Web", capable of shedding some light one our time's most interesting medium. In particular I deploy the tools of Lotman's semiotics of culture in order to approac...
Article
Full-text available
This paper exposes some considerations on images' agentivity and its links with biology and evolution. Trying to find out which kind of images are able to make people do things without involving any cognitive process, brings us to wonder about the role of natural instinct in our way of communicate. A biosemiotic point of view become thus very impor...

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Projects

Projects (2)
Archived project
Establish a semiotic approach to play and playfulness in dialogue th play and game research