The contemporary media ecosystem is the result of multiple processes of hybridization, intermediality, convergence, and re-mediation. In this context, the interaction between cinema and video games has been productive in terms of aesthetics, content, languages, and transmedia processes. This essay explores how the experience of extended reality (XR) synthesizes these interactions, highlighting the dimensions of identity, imaginary, and perception. Through the figure of the avatar, the paper examines the cognitive and socio-anthropological transformations that have arisen from interaction with the media, and how these have influenced the construction of identity and the perception of reality.

Il Sé e l'esperienza videoludica della realtà. l'immaginario socio-tecnico tra cinema e videogioco

A. Napoli
In corso di stampa

Abstract

The contemporary media ecosystem is the result of multiple processes of hybridization, intermediality, convergence, and re-mediation. In this context, the interaction between cinema and video games has been productive in terms of aesthetics, content, languages, and transmedia processes. This essay explores how the experience of extended reality (XR) synthesizes these interactions, highlighting the dimensions of identity, imaginary, and perception. Through the figure of the avatar, the paper examines the cognitive and socio-anthropological transformations that have arisen from interaction with the media, and how these have influenced the construction of identity and the perception of reality.
In corso di stampa
978-88-99790-44-8
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11386/4918498
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