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Citations since 2016
7 Research Items
Riccardo Fassone currently works at the Dipartimento di Studi Umanistici, Università degli Studi di Torino. Riccardo does research in Games and Play Studies and history, media history, film studies.
The 2018 Digital Games Research Association International Conference (DIGRA 2018), The Game is the Message was held at the Campus Luigi Einaudi of Turin University, Italy, 25-28 July 2018. Since it was first held in 2003, the DiGRA International Conference series provides a venue for the presentation and discussion of games-related research from mu...
Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference pr...
Resumo Gregory Bateson claims that all play acts should be primarily understood as meta-communicative. In other words, playing a game implies being able to transmit and receive the meta-message ‘this is play’, which establishes a psychological frame among the players. I will propose a radical reading of Bateson’s theory in the context of video ga...
Gregory Bateson defende que todos os atos do jogo devem ser compreendidos sobretudo como sendo metacomunicativos. Por outras palavras, jogar um jogo pressupoe ser capaz de transmitir e de receber a metamensagem “isto e um jogo”, que define um enquadramento psicologico entre os jogadores. Neste trabalho, proponho uma leitura radical da teoria de Bat...
The paper is devoted to the analysis of the emulator called “Multiple Arcade Machine Emulator” (MAME), a piece of software developed with the intent of recreating the inner functioning of arcade video games. While MAME allows players to re-play extinct games, its rhetoric and positioning towards the history of the medium should be discussed. On the...
"Don't Open That Door" is a gesture-based interactive narrative project set in the universe of the TV show Supernatural. The project leverages expectations of the horror genre and fan knowledge of the show to elicit expressive interactions and provide satisfying dramatic responses within a seamless scenario in order to create dramatic agency for th...
In this work we will analyze a corpus of products that are first of all hard to describe. To do so, we will start from the idea of magic circle, an extremely relevant concept among game theorists, and from all those location-based and pervasive practices that these objects generate. Each one of these notions is borrowed from different currents o...