From the design of digital interfaces and virtual environments to the manufacture of ephemeral architectures that inhabit urban spaces, using entertainment as a significant quality of an artefact is a typical approach of the contemporary world. In 2008, in the digital media industry field, James Currier defined this way of designing as Gamification, and described it as a trend dating back to the 1980s, and applied to city scenarios through actions of urban regeneration, performances of urban art and spatial design projects. These ephemeral installations, unique in their guises, relate to the urban context with different approaches, occupying or reconfiguring it, and in both cases they evoke memories and create experiences that encourage a new, short but highly emotional dimension of socialization.
Mai più solo, mai più annoiato. Il gaming nello spatial design contemporaneo / Martino, Carlo; Maselli, Vincenzo. - In: ANANKE. - ISSN 1129-8219. - 89(2020), pp. 100-104.
Mai più solo, mai più annoiato. Il gaming nello spatial design contemporaneo
Martino, Carlo
Writing – Original Draft Preparation
;Maselli, Vincenzo
Writing – Original Draft Preparation
2020
Abstract
From the design of digital interfaces and virtual environments to the manufacture of ephemeral architectures that inhabit urban spaces, using entertainment as a significant quality of an artefact is a typical approach of the contemporary world. In 2008, in the digital media industry field, James Currier defined this way of designing as Gamification, and described it as a trend dating back to the 1980s, and applied to city scenarios through actions of urban regeneration, performances of urban art and spatial design projects. These ephemeral installations, unique in their guises, relate to the urban context with different approaches, occupying or reconfiguring it, and in both cases they evoke memories and create experiences that encourage a new, short but highly emotional dimension of socialization.File | Dimensione | Formato | |
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