... Mannequin”. Il progetto ha ottenuto il più alto riconoscimento nell’ambito della competizione europea “Future of health award”, promossa da “Games for health Europe” con il supporto di “CZ Health insurance”, ...
... statunitensi, insegna Literary Studies alla Arizona State University. Svolge attività di ricerca presso il Games, Learning, and Society Group della University of Wisconsin-Madison ed è membro della National ...
... tra i maggiori successi mondiali delle ultime stagioni sono opere transmediali (Harry Potter, Twilight, Avatar, Assassin’s Creed, Il Cavaliere oscuro, Star Wars, Games of Thrones, Tron, Lost). E la storia ...
... the Better (1988). The archive includes a variety of early models of televisions and video projectors, radios, record players, and cameras. Toys, games, folk sculptures, more than 300 books and magazines, ...
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Il piacere di giocare esce dai confini tradizionali e si estende online, con una novità. Cittadini e imprese, casalinghe e studenti partecipano sempre più ai cosiddetti serious games, i giochi in ...
A Roma è stato appena inaugurato il primo museo del videogioco in Italia. È il secondo in Europa dopo quello di Berlino. Si chiama VIGAMUS e occupa una superficie di 1000 mq. Il percorso racconta ...
Milano Museo nazionale della scienza e della tecnologia
Assassin's Creed Art (R)Evolution
21 settembre – 11 novembre 2012
www.museoscienza.org
Il videogioco ...
... performances are held in videogames, images are appropriated from random personal computers, a webcam suicide is simulated, fake sculptures are attributed to revered artists and potentially toxic artifacts ...
... hands-on exhibition offers visitors the chance to try out a selection of some eighty games, consoles and computers, tracing the history of video games from their appearance in the 1970s to the present ...
Tre domande a Mikayel Ohanjanyan Intervista a cura di Mario Savini
L’artista armeno Mikayel Ohanjanyan è nato ad Erevan nel 1976 e dal 2000 si è trasferito in Italia. Ha frequentato l’Accademia ...
... fragments of artwork from major museums, they use the tools of the time to question the rules of the games we play. In 2010, the pair borrowed the image of a cat in a birdcage carried by a budgerigar which ...
... for his animated film “The External World.” His stylistic orientation is on computer games of the 1990s—flashy hues dominate the screen. There’s also a good many allusions to cartoons. Via rapid-fire editing, ...
... after war games, Second Life and the chinese virtual world HIPIHI - and reflects on the way in which we are shaping the metaverse, and on the cultural impact of this development on the way we experience ...
Alternate Reality Games (ARGs) challenge what players understand as "real". Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities ...
Video games have been around for decades, but only in recent years have they gone truly mainstream. Today, the majority of American households play video games, almost half of gamers are women, ...
Gameplay journeys to the origins of video games, analyses their language and highlights the impact they have had on popular digital culture and on art and society. The exhibition is designed ...
Alternate Reality Games (ARGs) challenge what players understand as "real". Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities ...