available books

future releases

game art

contributions

news and events

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.

available books

 

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.

 

 

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

 

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.

 

 

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.

 

 

 

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.

 

 

 

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

 

 

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 

 

© mbf corp. 2003-2004

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