Academic literature on the topic 'Storia del videogioco'

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Dissertations / Theses on the topic "Storia del videogioco"

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Lasagna, Giovanni. "Il racconto ludonarrativo. Analisi del videogioco come medium narrativo." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022. http://amslaurea.unibo.it/25147/.

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Il linguaggio videoludico si è sufficientemente evoluto da permettere di raccontare storie in modi che altri medium, tipicamente più narrativi, non possono fare. L’obiettivo di questo lavoro è quello di individuare i metodi principali utilizzati dai videogiochi per narrare storie, poiché ciò può contribuire a comprendere le potenzialità espressive del medium.
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Borzi, Andrea <1995&gt. "Storia e sviluppo del videogioco e del mercato videoludico, con particolare attenzione alla community cinese e repertorio terminografico italiano-cinese." Master's Degree Thesis, Università Ca' Foscari Venezia, 2022. http://hdl.handle.net/10579/20707.

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La presente tesi di laurea, divisa in tre sezioni, analizza la storia del videogioco, sotto l’aspetto evolutivo del media, l’aspetto economico e lo sviluppo del mercato, nonché la creazione del circuito competitivo. Inoltre, intende analizzare i costi e i guadagni annessi, nonché l’impatto che ha avuto su scala globale e successivamente nel mercato cinese. L’analisi è di supporto ad un repertorio terminografico italiano-cinese relativo al mondo videoludico, comprendendo termini di uso comune della comunità videoludica e termini specifici del settore e del mercato ad esso collegato.
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Mazzariol, Elisa. "I videogiochi tra professionismo e dilettantismo: proposta di localizzazione di The Elder Scrolls III: Morrowind." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15380/.

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Since the 1960s, the video game industry has experienced an exceptional growth, and is currently a mainstay of the international cultural scene. The globalization of video games has led publishers to invest in the accessibility of their products in foreign markets, consolidating game localization as an independent sector. Since the beginning, video games have been marked by a dualism between professional and non-professional, both in programming and in translation. This dissertation focuses on two different aims: on the one hand, it tries to illustrate the process of professional game localization, highlighting both difficulties and strategies; on the other hand, the amateur contribution in the translation of video games is analyzed, drawing attention to the difference with the professional sector in terms of skills and methods. To this end, the semi-professional localization of some assets of the role-playing videogame The Elder Scrolls III: Morrowind was carried out, which was then compared to the translation produced by an Italian amateur translation group, the Italian Translation Project. The comparison showed that non-professional and professional translation are based on different principles: in the first case, the goal is to favor the understanding by the user, and the lack of expertise is balanced by the knowledge of video games; in the second case, the aim is to create a natural text in the target language, which favors not only comprehension but also the transmission of certain feelings. The two ways of confronting the text result in the contrast between a formal (amateur) and a dynamic (professional) approach, each one leading to certain terminological, syntactic and stylistic choices.
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Cappai, Roberto. "Videogame arte visiva. Strumenti per l'analisi storico-artistica del videogame." Doctoral thesis, 2020. http://hdl.handle.net/2158/1191275.

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Books on the topic "Storia del videogioco"

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Rickards, Marco Accordi. Storia del videogioco: Dagli anni Cinquanta a oggi. Roma: Carocci editore, 2014.

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