All the books are currently available in Italian only. You can buy them at internet Bookshop Italia, Italy's biggest online bookstore. They are also available at major high-street games retailers, such as Pergioco. | |
Colin Harvey
Grand Theft Auto. Motion e-Motion
Paperback
160 pages
12 euros
available from November 2005
Colin Harvey's superb analysis of Grand Theft Auto borrows ideas and suggestions from Ballard, Deleuze and Artaud. A tour de force in game studies, crafted by an acute player. The book also features contributions from Ren Raynolds, Chris Lavigne, and Matteo Bittanti. Introduction by Jaime D'Alessandro.
Click here to order from iBS. | |
Matteo Bittanti (Ed.) SimCity. Mapping the virtual cities. Paperback 260 pages 15 euros available from September 15 2004 "Reading" SimCity: 2004 marks the 15th anniversary of Will Wright’s SimCity, one of the most influential video game (or software toy, if you prefer) of all times. We are celebrating the event with a special volume of Ludologica titled “Sim City. Mapping the virtual cities” which seeks to explore the ways in which the virtual landscapes of the game have affected our way of imagining and/or living the cities and how new media have played a key role in redesigning our urban landscapes. “Sim City. Mapping the virtual cities” features classic essays and new contributions from Barry Atkins, Matteo Bittanti, Julian Bleecker, Diane Carr, Samuel Gerald Collins, Dimitri della Faille de Leverghem, Ted Friedman, Jeanne Hamming, Norman Klein, Kenneth Kolson, Steven B. Johnson, Shawn Miklaucic, Randy Nichols, and Paul Starr. Foreword by Steven B. Johnson. Click here to order from iBS. |
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| Francesco Alinovi Resident Evil. Surviving the horror Paperback 11 euro 153 pages 2004 Shinji Mikami's award-winning survival horror series has been violently dissected by Francesco Alinovi. The author investigates the ludic, narrative, and cinematic elements of a saga that even today seems to have a supernatural power to shock and startle. Plus: a discussion on the strategies of suspense in a digital simulation. BUY |
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Fabio Calamosca Final Fantasy. Tribes in Cyberspace Paperback, 12 euro 212 pages 2003 Hironobu Sakaguchi's monumental role playing game saga has achieved a staggering amount of attention both in Japan and the Western world. How could this game become such a global phenomenon? Fabio Calamosca investigates the reasons behind its success using a socio-historical approach. The foreword was written by Francesca Di Marco, a new media researcher from University of Perugia. BUY. |
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| Andrea Babich Super Mario Worlds. Actions, Interactions & Explorations Paperback, 13 euro 160 pages 2003 Shigeru Miyamoto's platform saga is analyzed and discussed in depth by retrogaming guru Andrea Babich. From Donkey Kong (1981), the first game to star Super Mario (then "Jumpman") to Super Mario Sunshine (2004), Babich shows how the series evolved through the years. Using semiotic-related analytical tools, the author deconstruct the games that made Nintendo's one of the biggest names in the game industry. A section of the book is dedicated to fan-made productions of Super Mario titles. BUY. |
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| Matteo Bittanti and Mary Flanagan The Sims. Similarities, Symbols & Simulacra Paperback, 12 euro 188 pages 2003 Matteo Bittanti and Mary Flanagan examine the best-selling simulation created by Will Wright. The authors engage in a theoretical “play” with Wright’s virtual dollhouse, discussing The Sims from a variety of perspectives. The Sims is analyzed as a meta-game, a political and (v)ideological site, a narrative laboratory, and as the last frontier of product placement. Bittanti and Flanagan emphasize Wright’s understanding of The Sims as a complex act, mixing the skills of art, design, and even politics in order to fashion a creative practice that redefines the very definition of the term “video game”. BUY. |
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| Carlo Molina Age of Empires. A ludic simulation of life Paperback, 10 euro 158 pages 2003 Exploring the ludic features of the RTS genre and analyzing Bruce Shelley’s Age of Empires, Carlo Molina traces an interesting parallelism between artificial and real life. The author compares the video game to a living organism that evolves and changes according to the user's actions. By applying a semiotic/simiotic reading of the game that relates to the Northern European tradition of game studies, Molina concludes that Age of Empires is a digital miniature of life. BUY |
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| Bruno Fraschini Metal Gear Solid. The evolution of the snake Paperback 10 euro 156 pages 2003 Hideo Kojima’s Metal Gear Solid 2: Sons of Liberty (2001) brought on a storm of controversy when it was released for the PlayStation2 and remains highly controversial even today. Bruno Fraschini dissects the Metal Gear Solid series from its humble origins on the MSX, highlighting the political and ideological messages behind these popular games. The author discusses the making of the series, its sources, and the extent of its influence. BUY |
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