Pixel in Pugno. Viaggio tra le Comunità Videoludiche dall'Arcade all'E- sport
Keywords:
Gaming Communities; Play Styles’ Transformations; Street FighterAbstract
Le comunità di videogiocatori sono influenzate da vari fattori, quali il contesto sociale, storico, geografico ed economico. Questo complesso insieme crea un panorama caratterizzato da differenze specifiche tra le comunità e le loro interazioni. Il fenomeno degli e-sport, cresciuto in modo esponenziale durante e dopo la pandemia, segna una transizione dalle comunità di gioco tradizionali a quelle più competitive, influenzando gli spazi, gli strumenti e i codici di interazione. La comunità italiana dei videogiochi di combattimento, emersa negli anni '90, riflette il contesto socio-economico e tecnologico del periodo, con giochi accessibili nei bar, nei luoghi pubblici e nelle sale giochi. Questi spazi, innovativi nella formazione delle identità e delle norme di comunità, erano visti come luoghi di aggregazione intergenerazionale, ma anche di stigmatizzazione. La cultura delle sale giochi ha creato forme ben definite di gioco e di interazione socio-spaziale, che sono cambiate con l'evoluzione delle piattaforme di gioco. Sebbene esperienze simili si riscontrino in vari paesi, alcune comunità hanno mostrato forme distinte di resistenza alle pressioni del mercato delle console domestiche, come si può vedere in diversi contesti nazionali. Questo studio ricostruisce i modelli di interazione di questi giocatori, concentrandosi sulle prospettive evolutive dei videogiochi di combattimento 2D competitivi e delle loro comunità. Viene analizzata l'evoluzione storica delle comunità italiana, francese e giapponese, con uno studio approfondito del caso italiano attraverso testimonianze dirette, prestando particolare attenzione al caso Street Fighter.
Video gaming communities are influenced by various factors such as social, historical, geographical and economic contexts. This complex set creates a landscape with specific differences between communities and their interactions. The e-sports phenomenon, growing exponentially during and after the pandemic, marks a transition from traditional to more competitive gaming communities, influencing spaces, tools and interaction codes. The Italian fighting video game community, which emerged in the ‘90s, reflects that period's socio- economic and technological context, with games accessible in bars, public venues and arcades. These spaces, innovative in forming community identities and norms, were seen as places of intergenerational aggregation, but also stigmatisation. The arcade culture created well-defined forms of play and socio-spatial interaction, which changed as gaming platforms evolved. Although similar experiences are found in various countries, some communities have shown distinct forms of resistance to the pressures of the home console market, as can be seen in different national contexts. This study reconstructs the interaction frameworks of these players, focusing on the evolutionary prospects of competitive 2D fighting video games and their communities. The historical evolution of the Italian, French and Japanese communities is analysed, with an in-depth study of the Italian
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