Games play an increasingly important role in everyday life, as demonstrated by the entertainment market, where video games exceed the film revenues and where game apps make up 76% of the applications market (global mobile market report 2018, newzoo). This research thesis deals with games and their link with narratives and investigates them as related to the territory. From the study and analysis of the potenzialities of games as a tools for communication, entertain and narrate it is born Adiment, a narrative, Location-Based Mobile Game that brings players into the territory of Val di Fassa (Trentino Alto Adige) and involves them in ludic activities in order to transmit the stories of tradition and the values they contain. The Thesis describes how that play-narrative system can engage the player, to promote knowledge of the territory and to communicate its values associated with a narration. In a more specific way, the theme of Location-Based Mobile Game is dealed with a focus on how the game has pervaded the spaces of everyday life, enriching it and increasing it through contents of a playful nature. Particular attention is paid to the way in which the game, through its mechanics, is able to communicate contents to the player. The communication system of Val di Fassa is also analyzed and a space of opportunity is highlighted: relate the territory and its values and engage the tourist actively. Adiment comes from the combination of territory, play and narration: a game that aims to encourage players to move around the territory, to collect the memories that legends contain in order to acquire their values and to understand their cultural importance.
Il gioco ricopre un ruolo sempre più importante nel quotidiano come dimostrato dal mercato dell’intrattenimento, dove i videogame superano le revenue di film e dove le game app costituiscono il 76% del mercato delle applicazioni (global mobile market report 2018, newzoo). Questa tesi affronta il gioco e il suo legame con la narrazione e li indaga come connessi al territorio. Dallo studio e dall’analisi delle capacità del gioco come strumento per comunicare, intrattenere e narrare nasce Adiment, un narrative Location-Based Mobile Game che porta i giocatori sul territorio della Val di Fassa (Trentino Alto Adige) e il coinvolge in attività ludiche allo scopo di trasmettere i racconti della tradizione e i valori che racchiudono. La tesi descrive come tale sistema ludico-narrativo, sia in grado di ingaggiare il giocatore, di promuovere la conoscenza del territorio e di comunicare i suoi valori associati ad una narrazione. In particolare viene affrontato il tema dei Location-Based Mobile Game ed il modo in cui il gioco abbia pervaso sempre di più gli spazi del quotidiano, arricchendolo ed aumentandolo attraverso contenuti di natura ludica. Particolare attenzione è posta sul modo in cui il gioco, attraverso le sue meccaniche, sia in grado di comunicare contenuti al giocatore. Viene inoltre analizzato il sistema di comunicazione della Val di Fassa ed evidenziato uno spazio di opportunità in grado di relazionare il territorio e i suoi valori e di ingaggiare il turista in maniera attiva. Adiment è il risultato della combinazione di territorio, gioco e narrazione: un gioco che vuole stimolare i giocatori a muoversi sul territorio per raccogliere le memorie che le leggende racchiudono, per acquisirne i valori e per comprenderne l’importanza culturale.
Gioco e narrazione, valori e territorio. Un sistema di comunicazione ludico-narrativo per la Val di Fassa
GALLI, CHIARA VIRGINIA
2017/2018
Abstract
Games play an increasingly important role in everyday life, as demonstrated by the entertainment market, where video games exceed the film revenues and where game apps make up 76% of the applications market (global mobile market report 2018, newzoo). This research thesis deals with games and their link with narratives and investigates them as related to the territory. From the study and analysis of the potenzialities of games as a tools for communication, entertain and narrate it is born Adiment, a narrative, Location-Based Mobile Game that brings players into the territory of Val di Fassa (Trentino Alto Adige) and involves them in ludic activities in order to transmit the stories of tradition and the values they contain. The Thesis describes how that play-narrative system can engage the player, to promote knowledge of the territory and to communicate its values associated with a narration. In a more specific way, the theme of Location-Based Mobile Game is dealed with a focus on how the game has pervaded the spaces of everyday life, enriching it and increasing it through contents of a playful nature. Particular attention is paid to the way in which the game, through its mechanics, is able to communicate contents to the player. The communication system of Val di Fassa is also analyzed and a space of opportunity is highlighted: relate the territory and its values and engage the tourist actively. Adiment comes from the combination of territory, play and narration: a game that aims to encourage players to move around the territory, to collect the memories that legends contain in order to acquire their values and to understand their cultural importance.File | Dimensione | Formato | |
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https://hdl.handle.net/10589/143123