19 Vol. 19, ottobre 2018
Percorsi di gioco. Ricerca e discorso ludico per la comunità | Gamification paths. Research and ludic discourse for the community
METADATI: apri il frontespizio (pdf), DOI: 10.12977/ocula2018-15
FASCICOLO: apri il pdf con tutti i contributi
Hanno collaborato a questo numero: Martina Belluto, Gaspare Caliri, Paola Donatiello, Gabriele Ferri, Vincenzo Idone Cassone, Genèviéve Korte, Irene Litardi, Pierdomenico Memeo, Salvatore Miele, Loretta Secchi.
|Introduzione. Percorsi di gioco: ricerca e discorso ludico per la comunità | Introduction.Gamification paths: the research and the ludic discourse for the community||di Gaspare Caliri, Paola Donatiello, Salvatore Miele|
Gamification paths. Research and ludic discourse for the community discusses the "game" as a facilitating factor within the dissemination context and socio-cultural commitment, for the enhancement of material, immaterial and scientific heritage.
|Processi di gioco ed esercizi alla complessità. Una conversazione | Gamification processes and exercises in complexity. A conversation||di Paola Donatiello, Pierdomenico Memeo, Salvatore Miele|
The aim of the conversation is to reflect on the game, considering its values, if adapted to educational and dissemination frameworks, practiced and experienced in learning environments. While examining and considering specific models or practices and techniques in which “game” is implicated, the aim of this conversation is to articulate relationships between “game” and constraint-liberty, among “game” and abstraction-concreteness. The result is a reasonable definition of the game’s role as a possible modality of experience and model of action.
|Toccare con gli occhi e vedere con le mani. Funzioni cognitive e conoscitive dell’educazione estetica | Touching with eyes and seeing by hands. The cognitive functions of the aesthetical education||di Loretta Secchi|
In reviewing the interpretative methodologies applied to didactics directed to blind and partially sighted people at the Anteros Tactile Museum of Ancient and Modern Painting inside the F. Cavazza Institute for Blind one perceives the comparison between the cognitive-perceptive experience generated by the retinal vision and the haptic-perceptive experience generated by tactile vision. It requires prudence and experience in the assessment of the cognitive, psychological and emotional effects produced by the internalization of artworks. To determine whether or not a metaphor has a cognitive value, and if this value is useful to produce or retrieve an aesthetic experience, it is important to consider the philosophical, semiotic, psychological or aesthetic field of inquiry to which it is associated.
|Beyond entertainment. Dinamiche culturali all’origine della gamification | Beyond entertainment. Cultural developments at the root of the gamification||di Vincenzo Idone Cassone|
The gamification phenomenon has generated a complex debate over the years, characterized by divergent positions, several definitions and conflicting opinions. In particular, it seems to be no convergence between experts on the definition of gamification and on the main dynamics existing between the spheres of game, play and society. The aim of this article is to prepare a preliminary answer to these issues by using cultural semiotics tools: specifically, by analyzing and reconstructing the historical, cultural and social processes that contributed to the origin of the concept of gamification, starting from an overview of discourses and historical interpretations concerning the concepts of game and play, its limits, values and functions.
|Un gioco che non cessiamo di spostare. Relazionale e ludico tra lavoro e tempo libero, a partire dall’esperienza di Kilowatt, a Bologna | A game we don’t stop moving. Relational and ludic between work and free time, from Kilowatt’s experience, in Bologna||di Gaspare Caliri|
Giving the quality of Free Time to Work Time. The purpose of this study is to analyse, from a semiotic and phenomenological point of view, flat, non-hierarchical and bossless organizations, with a specific focus on relational dynamics. The article aims to break down the relationship between work and leisure time through the recreational component, which creates internal and external escape routes.
|La rigenerazione urbana. Il ruolo della cultura e delle nuove professioni lavorative | Urban regeneration. The role of the culture and new work profiles||di Irene Litardi|
The aim of the paper is to analyze the state of the art, at the national level, on two important issues, such as: sustainability linked to the territory and the new professional profiles borne by the processes of urban regeneration. After an analysis on the evolution of the city, the research focuses on some reflections concerning the evaluation of the social impact generated by the new labor market and of these new labor profiles. The research is enriched by the elaboration of the interventions to academics and professionals from the public and cultural sectors, during the presentation tour of the book "Leggere la Rigenerazione Urbana", from the New Fabric series, 2017: "Territori reattivi: teoria e pratiche di rigenerazione urbana le esperienze della collana New Fabric".
|Senso e suono delle Serre. Studio sull’accessibilità di uno spazio nel comune di Bologna | Sense and sound of Greenhouse. A study on the accessibility of a space in Bologna’s municipality||di Martina Belluto, Paola Donatiello, Salvatore Miele|
Starting from the question of space accessibility, this paper shows the results of a multidisciplinary survey on Le Serre, the former municipal greenhouse of Giardini Margherita in Bologna. In the first part this case-study is contextualized and the methodological panorama – between ethnosemiotics, anthropology and sound landscape studies – is framed. The data emerged from the field experience, carried out in this space surrounded in the green of the city, are then analyzed on several levels. The observations, reflections and graphs that follow show some possible procedures for mapping the accessibility of urban spaces.
|Research Through Game Design. Interactive Stories from a Submerged Amsterdam||di Genèviéve Korte, Gabriele Ferri|
Deciding what kind of smart cities do we, as a society, want is not only a political question but also a matter of envisioning possible futures. The speculative narratives that designers produce to support their imagination are called "Design Fictions." We share SUBMERGED, a cross-platform project that combines game design, interactive narrative, and urban exploration with the objective of empowering citizens to produce their design fictions. Following a "Research through Design" practice, we describe our process for creating SUBMERGED, we synthesize some critical insights from our expe- rience, and we urgently call for a dialogue between semioticians and design resear- chers on these topics.