Panel Discussion 2018

Panel Discussion

In 2017, the interactive video games and entertainment market, which has been growing for decades, has broken the $ 100 billion revenue threshold worldwide. A very first projection estimates the excess of $ 110 billion in 2018 and $ 130 billion by 2020. Cinema, excluding merchandising and post-exit rights, only to compare with another pillar of communication, entertainment and culture, in 2016 only "touched" $ 50 billion. Although at the end of the twentieth century and in the course of the 21st century, especially in the Anglo-Saxon field, questions have arisen, and studies, about this overwhelming, explosive, contradictory, historically newborn means of global-globalizing communication, it is evident that there is still a lot to say and to do, by scholars and academics of many disciplines, to try to understand, and perhaps at least in some cases try to address, the development of the Videogames Universe. We all know that, in addition to the commercial mainstream, there are the "Author's films". The ordinary citizen recognizes in the cinema a form of art. One of the recurring questions among specialists in the field is if videogames are, or can be, Art, even and above all beyond the concept of pop-art. To date, the "Market" has acted, de facto, unchallenged in the definition and diffusion of videogames (with the exception of some independent exceptions which, in any case, are subject to global monetary logics in order to survive). Can videogames exist beyond the market? It is clear that the existence of an "Educational" sector of videogames, as well as the growth of the phenomenon called "Gamification", would seem to answer this question, but in reality, until the discussion will be relegated to a "business", until when it is only private companies, subject to the omnipresent logic of profit, having to explore this sector of human activity, the answers will always be limited and will have to deal with the existing without having, more often than not, the strength of bring a programmatic change to this reality in chaotic expansion.

The new generations, in some way and at some level, are and will all be videogamers. Videogames have long been an instrument, in particular indirect, used by political propaganda and a vehicle for cultural models, the examples of this trend are numerous.

Aware of the importance that this means of communication has and will have, especially if associated with the largest and most universal theme of the game, we can banally continue, in the public sphere, to ask ourselves if videogames are "good or bad"?

What is, and what could be the relationship, as well as the direct or indirect relationship between History, Psychology, Pedagogy, Physics, Mathematics, Philosophy, Sociology, and human knowledge in general with video games?

Developing questions and creating multidisciplinary bridges that point to the center of the interactive videogame universe, these are the main objectives we set for the first day of study on "Videogames & Alta Cultura".

With the help of scholars and developers, through agile relationships and a round table open to a broad discussion (including online) we will try to mark a path that can reach the formulation of bibliographic references and theories of analysis and development of video games projected beyond the current boundaries of pure entertainment and the market.