Panel Discussion 2019

Panel Discussion 2019

The videogames market has been growing exponentially for decades, no one can deny that it is now one of the central engines of global entertainment, a pillar of communication tools of modern capitalism. The global turnover of videogames has recently broken through the threshold of 100 billion dollars and, for the moment, despite fears about the growth of the world economy, there are no signs of setbacks for this sector in a perennial race.

Having overcome the incomes of cinema and music, videogames are undoubtedly an integral part of popular culture, and are certainly not secondary to the artistic debate. Museums of global importance are exhibited on the art of video game development, de facto opening the doors to the temple of high culture in this new media, in an age in which the entire cultural building is increasingly indefinable and in crisis from the inside and from outside its walls built by companies characterized by incredibly powerful centrifugal forces.

Authors, teachers, professors, skills, authority, authority, history, stories, news, the search for truth, are all "themes" challenged in a chaotic whirlwind of disconnected information traveling in contemporary information systems, systems developed in theory to achieve open social connections, but whose configuration and interfaces increasingly resemble gigantic videogames based on information battles managed by a myriad of subjects with variable aims and structures.

What role do video games play in the midst of this conflicting information market?

Graphs and financial systems are in some ways similar to strategy games, playing on the stock market, today more than ever, means video-playing on the stock exchange.

Virtual currencies, created to regulate exchanges of digital heroes in search of imaginary adventures among forests, dungeons and fantastic entire continents, have somehow become "real", undermining the very "reality" of the "paper money" of states.

But beyond the numbers and the fantastic artistic creations, what does this titanic interactive entertainment market represent for our interconnected societies?

Historically, what is the relationship between capitalism, market, creative activities, art and entertainment? What kind of relationship, alliance, distance or opposition exists today between capitalism, market, art and video games?

Are video game developers artists, workers, entrepreneurs, artisans?

Is capitalism a playful system in which video games have "naturally" developed?

 

After the success of the first edition of 2018 this year too we intend to develop multiple questions with the aim of creating multidisciplinary bridges that seek to reach the intimate essence of the interactive videogame world.

In this second edition of 2019, as mentioned above, the central theme will be "Capitalism" and the reciprocal influence existing between this system and that of video games (understood as the natural technological evolution of the game universe, an essential part, if not the beginning , of the entire human cultural system).

Thanks to the studies and interventions of professors of economics and history, of videogame professionals, writers, artists, entrepreneurs and journalists, we will try to continue our search not only for answers to new and old questions, but also for new ones questions that can lead to new research.

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