Hupcoming. Interactive entertainment as an innovation for business Corporate communication, internal and external, the creative and design processes that drive innovation and our own interactions with these areas are increasingly hybrid. We are moving towards an economy of gamified experiences, in learning and consumption. But what would happen if we played consciously, assimilating the goal of the narrative experience as a natural benefit of the suspension of disbelief? And how can communication design spread awareness, as well as enrich itself by design, of the spontaneous interaction approach? The thesis work in question will try to answer this and other questions, through a research that analyzes interactive entertainment as a gap at the intersection between storytelling and gamification, within which the business world can innovate and innovate.
Hupcoming. L’intrattenimento interattivo come innovazione per il business La comunicazione aziendale, interna ed esterna, i processi creativi e progettuali che guidano l’innovazione e le nostre stesse interazioni con questi ambiti sono sempre più ibridi. Andiamo verso un'economia delle esperienze gamificate, nell’apprendimento e nel consumo. Ma cosa succederebbe se giocassimo consapevolmente, assimilando l’obiettivo dell’esperienza narrativa come naturale benefit della sospensione dell’incredulità? E come può il design della comunicazione diffondere consapevolezza, nonché arricchirsi progettualmente, dell'approccio all'interazione spontanea? Il lavoro di Tesi in oggetto cercherà di rispondere a questa e ad altre domande, attraverso una ricerca che analizzi l'intrattenimento interattivo come spiraglio di intersezione fra storytelling e gamification, all'interno del quale il mondo business possa innovare e innovarsi.
Hupcoming. L'intrattenimento interattivo come innovazione per il business
Ceruso, Maria Grazia
2020/2021
Abstract
Hupcoming. Interactive entertainment as an innovation for business Corporate communication, internal and external, the creative and design processes that drive innovation and our own interactions with these areas are increasingly hybrid. We are moving towards an economy of gamified experiences, in learning and consumption. But what would happen if we played consciously, assimilating the goal of the narrative experience as a natural benefit of the suspension of disbelief? And how can communication design spread awareness, as well as enrich itself by design, of the spontaneous interaction approach? The thesis work in question will try to answer this and other questions, through a research that analyzes interactive entertainment as a gap at the intersection between storytelling and gamification, within which the business world can innovate and innovate.File | Dimensione | Formato | |
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https://hdl.handle.net/10589/178806