SUMMARY:
My dissertation was focused on the rising of new forms of communication, through the ludic activity, and the aforementioned activity as an instrument for the communication and universal literacy, approaching three main topics; in the first one I studied Maria Montessori and Bruno Munari’s studies on the ludic activity during childhood as formation. In the second one taking into account “The Manifesto for a Ludic Century” by Eric Zimmerman, studying the development of the modern digital system of video games and online games as an instrument for the communication and propaganda. The last one is focused on the revolution of the video games with the birth of MMOG (Massively Multiplayer Online Game) that gives the possibility to thousands of people to play in the same time in an alternate reality, creating a virtual parallel life in the twentieth century, the video game, becomes a place of union among: technology, mass communication, literature, art, aesthetics and marketing.
MY ROLE:
Research, Print design, Editorial layout
TOOLS:
Illustrator, InDesign

Slide Presentation
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Playing is one of the most fundamental activities for the development and education of small children. The fact that the child, since an early age, is able to communicate through gestures, sounds and, later, represent a specific role while playing, allows his to develop her imagination. The ludic activity facilitates the child the knowledge of himself, the social and physical world, the communication systems, strongly influencing the construction that the child makes of reality, expanding knowledge.



The video game industry is part of the cultural business sector. Its commonality with the Internet is the use of information technology. Video games constitute a media in itself which, through the Internet, develops human networks. In order to expand and bring their communities together in the best possible ways, companies adopt different digital communication strategies based on several channels. These strategies are especially elaborated for a certain typology of video games, called competitive video games. They adopt a communication strategy entirely based on social networks, thus completely diverging from the classic pattern offered by the industry leaders


Online multiplayer communities are social networks built around multiplayer online computer games. Members of these communities typically share an interest in online gaming and a great deal of the interaction between them is technologically mediated. It is a playground which can give us clues about the future of social and technological developments, according to the researcher. Online multiplayer games typically encourage interaction between players: some go even as far as demanding it. Collaboration with other players may be a prerequisite for making progress in a game, or a game may be based on competition between players. Typical they can be played fairly independently, without seeking closer contact with other gamers. However, social interaction is a strong motive not only for playing multiplayer games, but also for forming lasting social relationships with other gamers
Project
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