By Massimo Morelli, Coordinator of the Master course in “New Media Communication”

 

The digital revolution and the advent of AI have changed the balance between work and play, clearly in favor of the latter. While work is facing complex relocation problems, the digital environments have provided gaming and entertainment with an extraordinary boost. Work is in crisis, gaming enjoys excellent health.

The result of all this is called ‘gamification‘: work and other human activities are acceptable and successful if and only if they are proposed in the form of a game. By the way, and it is not a trivial matter, gamification increasingly qualifies as a tool for social control (the ancient Romans ‘circenses’).

Let’s start with 3 solid work tools:

  1. the so-called ‘archetypal’ games, from which in one way or another all others derive: puzzle, chess, runner games, pachinkoV, etc.
  2. the main theories of the game: Huizinga, Haas, Caillois, Wolf,  Zimmerman, etc.
  3. the currently very standardized production processes of digital games.

Taking momentum from these three trampolines we try to imagine the future of gaming in an environment increasingly characterized by Artificial Intelligence. Our children currently lose their sleep after the PS4, the Nintendo or the Fortnite games. What will the children and grandchildren of our children do? How will the ’ludus’ and the ‘fabula’ evolve over the next 50-100 years? And what kind of humanity will they give rise to?

The answer is up to our students…

 

 

MASSIMO MORELLI

Born in Turin, he has a Philosophy degree and he is the owner of PENSATIVA, a communication agency specialized in digital marketing. Over the years he developed a lot of projects dealing with communication and digital technologies: from virtual reality to public displaying, to the development of semantic ontologies.

 

 

RESULTS

The science fiction narrative of the Twentieth Century concentrated on the impact of science and technology on society and on the individual of the future. Pushing imagination to the edge of paradox, it represented scenarios that technological innovation has often been able to actualize. Similarly, after conducting research on the state of the art and growing trends in the entertainment industry, we have imagined how far technological development can lead it, projecting us into a future in which these trends are pushed to exaggeration. 

 We discussed how the development of gaming and simulations could involve the political world, stimulating the participation of citizens on the one hand, or, on the other, invading every area of daily life to the point of pushing parts of the population to rebel, seeking a “de-gamified” world.

We tried to imagine how artificial intelligence and genetics could revolutionize the sports world by transforming sporting clubs into fully-fledged research laboratories. By analyzing addiction phenomena, we’ve conceived a scenario in which gambling addiction degenerates to the point of involving every aspect of human existence, and another one in which video-game addiction is used in order to cure drug addiction.

In spite of this imaginative leap into the future, we’re left with the sweet-bitter sensation that the essence of what is germinating and lies ahead for future generations is, as usual, eluding us.