Chronicle feature of a meeting.
(Louise Brown)
Italy Commissioned by Sony Computer Entertainment (SCEI) and entrusted to the Faculty of Communication Sciences at La Sapienza University of Rome, Business and gaming. Gaming and social networking in the enterprise network is the first study which has as its objective the investigation of the dynamics of social interaction mediated by networked environments, linked to social networking sites and interactive participation in simulations related to gaming.
Research, associated especially with the purposes of the business world, has made clear on their methodological points through the presentation took place Wednesday, March 4 at the Congress Centre of the University of La Sapienza University in Rome, which were present as spectators, the undersigned and the journalist Lorenzo Antonelli (associate of AIOMI , Italian Association of Multimedia Works Interactive ).
Among the guests at a press conference in the first round of the day included Mario Morcellini (Dean of the Faculty of Communication Sciences), Gary Ruvolo (General Manager SCEI), Gianfranco Beijing (Dean of the Faculty of Sociology, University of Naples Federico II) and Marco Mele (journalist for Il Sole 24 Ore).
The main reason for the investigation of the Faculty was to understand how to increase marketing through the modalities of fundraising on the net (online fundraising ) and research work ( corporate recruiting).
But what does the last game with this research?
Everything, according to Sony and the researchers involved.
The playtime is indeed confirmed as a "gateway" to the analysis of the relationship between the world of business and new ways of interacting online, and censuses carried out on social networking sites, national and international, with results still to be received , emphasize the centrality.
The game, incensing identification and involvement, promotes the internalization of content while increasing the efficiency of sensitization. It 'also e-recruiting tool , evaluation of staff through analysis of cognitive, experiential and strategic (business game company) and recruitement tool for recruitment and training virtual (America's Army).
view of the personalities present at the conference as "protagonists" of cultural discourse about the games, it is interesting to make a quick assessment report for each project individually. E 'to be noted that the press conference was quite contradictory results on the actions raised, not for what concerns the main subject but rather the lack of consistency between the different professional roles held by these
Being was the theme of communication and social identity as a catalyst the main interest, the Beijing Gianfranco appreciated, author of the splendid Games and Culture of Simulation. The birth of the 'homo game " stressed by the difficulty of the game to emerge as a cultural object. The same professor, an expert in the investigation of the cultural identity of the gamer in contact with the object gaming, has focused attention on the widespread insistence that it is now to analyze the social phenomenon of the game so dramatic and too deterministic (Cases social violence, use of time stolen from real life, etc.) without having to reflect on the transformation of the social and cultural del soggetto dopo il passaggio all’interno dell’avatar (e di se stesso) permesso dalla vita-altra del videogioco. Puntando l’attenzione sul concetto di “Responsabilità sociale” e sul conflitto generazionale fra gli attori di un tempo e quelli di oggi, l’intervento del professore è stato tra i più lungimiranti dell’intera giornata.
Memorabile la sua chiusura con la consapevole affermazione “Il videogioco è qualcosa di serio”.
Gaetano Ruvolo, General Manager SCEI, è stato invece direttamente interpellato da un ragazzo presente in sala il quale, presentandosi quale videogiocatore/utente di PS3 ha gentilmente evitato, quasi fosse tabù, di nominare Microsoft quale diretto concorrente di live social networking.
Il ragazzo ha chiesto come mai Sony, visto il tanto parlare durante la presentazione della centralità della Sony stessa sul ruolo del social networking in Italia (Home) e della comunicazione fra gli utenti iscritti su PSN, non snellisca i protocolli di comunicazione sullo stesso PlayStation Network. L’intervento, del tutto comprensibile e dovuto, era mirato a notificare quanto sia ridicolo oggi non poter comunicare tra videogiocatori che giocano su piattaforme differenti e, implicitamente, a non poter comunicare agevolmente mediante chat private con altri utenti/amici su PSN (PS3 difatti non permette la chat vocale se non si sta giocando in co-op nello stesso gioco e senza dover necessarily quit the game to enter a private chat room, as is instead smoothly thanks to the Xbox 360 Live, for example).
Faced with the limits of the PlayStation 3 on this issue, Gary Ruvolo at first did not open any window of mediation on the issue, but he peremptorily dealt with the "long-range diffusion of the PS3 system over investments" on the grounds that the companies are based on law of profit for which Sony has always placed the technology (DVD, Blu Ray, multimedia, etc.) in its favor as a distinction in the marketplace.
It was a completely out of line to answer detailed questions about inherent limitations of the communication online on Playstation 3.
For journalist of Il Sole 24 Ore Marco Mele instead, "The game is not a medium, but a tool for entertainment which is given a full identity within the discourse of the mode of transmission , able to excite and stimulate you. In addition to the questionable interpretation of the journalist, although not clearly argued properly, for the same apple today is experiencing a crisis of representation of real systems, for which the failure of cultural renewal of the general media has an impact on the difficulty of the game emerge as a cultural object. The same Apples then resumed the conversation avoided by the General Manager SCEI Ruvolo, saying ironically, turning to the boy who had previously posed the question, he can now easily see that Microsoft also appoint the same Ruvolo left the room.
According to the journalist, Sony "afraid" to open the frontiers of freedom of communication on PSN which could prove counterproductive for the company itself as the Playstation could advise people on how to more easily "copied toys" and foment thus piracy as happened in the past. Each
opposition on this project is completely legitimate. In the afternoon the meeting
Wolf has moved in the Hall of the University, Beijing Gianfranco orphan, remaining on the list to participate but unfortunately restart.
The first to speak during the seminars and was Luca Giuliano, professor of hypertext narrative strategies at the same university, who has spelled out, from the beginnings to the present, the various stages of development of forms hypertext narrative present in virtual reality or not, with obvious references to the game. The route, which also covered the birth of the concept of cyberspace, has left out little things, calling into question books ( William Gibson all), film (eg. Brainstorm Douglas Trumbull), and of course video games (from Colossal Cave Adventure in World of Warcraft ). The intervention of the teacher was cool and pleasant, the only supported by iconographic presentation projected on a screen full of iconographic and textual references which facilitated not just the arguments. The only time objectionable by Professor Giuliano, probably influenced by the presence in the courtroom of the Director of Marketing of SCEI Andrea Cuneo, was to insist on the centrality of the Playstation 3 as a single converged platform that makes the idea of \u200b\u200bsocial networks, the 'idea of \u200b\u200b"Facebook" and the idea of \u200b\u200bsharing personal content to the service users in the past limited by their inability to communicate interpersonally congenital.
It 'obvious that it is a position widely clarification.
And 'interesting to finally bring the involvement of Alberto Mattiacci, Professor of Marketing at the same wisdom. Asked about development of video games in Italy, the professor stressed that the main cause of the lack managerial skills in managing the company by "creative" potential developers, arguing that the real "fear" by those who could work development of video games in Italy's plan business, profits, and marketing strategies fearing to remain stuck in the fabric of excessive taxation and financial implications. Inviting them to think more optimistically than the current crisis, according to Professor Mattiacci in Italy takes over the integrity of their creative figure the compromise of an entrepreneurial activity that takes into account the economic goals of a given project.
Andrea Cuneo, director of marketing for Sony Computer Entertainment Italy above, spoke on the subject by saying developers experience how Italians, or aspiring, it can adapt to develop small projects commissioned by then concentrate on the fringes personal projects more creatively stimulating.
is a direct question so raised, or how to seek funding sources in Italy and put on such a limited liability company that deals with the issue of a product video game business, without being strangled by its mesh tax.
E 'was at this point that, in contradiction to what was previously said, the professor Mattiacci, more seriously, which ironically has no qualms about encouraging fact that the call is answered, if well managed, Italy is a country that offers the best tool in the hands of the entrepreneur: the avoidance
tax.
A small example to emphasize the endogenous face difficulties in our country when it comes to designing a clear position for discussion on the development and deployment of a cultural object "serious" video games as they are today.
Research, associated especially with the purposes of the business world, has made clear on their methodological points through the presentation took place Wednesday, March 4 at the Congress Centre of the University of La Sapienza University in Rome, which were present as spectators, the undersigned and the journalist Lorenzo Antonelli (associate of AIOMI , Italian Association of Multimedia Works Interactive ).
Among the guests at a press conference in the first round of the day included Mario Morcellini (Dean of the Faculty of Communication Sciences), Gary Ruvolo (General Manager SCEI), Gianfranco Beijing (Dean of the Faculty of Sociology, University of Naples Federico II) and Marco Mele (journalist for Il Sole 24 Ore).
The main reason for the investigation of the Faculty was to understand how to increase marketing through the modalities of fundraising on the net (online fundraising ) and research work ( corporate recruiting).
But what does the last game with this research?
Everything, according to Sony and the researchers involved.
The playtime is indeed confirmed as a "gateway" to the analysis of the relationship between the world of business and new ways of interacting online, and censuses carried out on social networking sites, national and international, with results still to be received , emphasize the centrality.
The game, incensing identification and involvement, promotes the internalization of content while increasing the efficiency of sensitization. It 'also e-recruiting tool , evaluation of staff through analysis of cognitive, experiential and strategic (business game company) and recruitement tool for recruitment and training virtual (America's Army).
view of the personalities present at the conference as "protagonists" of cultural discourse about the games, it is interesting to make a quick assessment report for each project individually. E 'to be noted that the press conference was quite contradictory results on the actions raised, not for what concerns the main subject but rather the lack of consistency between the different professional roles held by these
Being was the theme of communication and social identity as a catalyst the main interest, the Beijing Gianfranco appreciated, author of the splendid Games and Culture of Simulation. The birth of the 'homo game " stressed by the difficulty of the game to emerge as a cultural object. The same professor, an expert in the investigation of the cultural identity of the gamer in contact with the object gaming, has focused attention on the widespread insistence that it is now to analyze the social phenomenon of the game so dramatic and too deterministic (Cases social violence, use of time stolen from real life, etc.) without having to reflect on the transformation of the social and cultural del soggetto dopo il passaggio all’interno dell’avatar (e di se stesso) permesso dalla vita-altra del videogioco. Puntando l’attenzione sul concetto di “Responsabilità sociale” e sul conflitto generazionale fra gli attori di un tempo e quelli di oggi, l’intervento del professore è stato tra i più lungimiranti dell’intera giornata. Memorabile la sua chiusura con la consapevole affermazione “Il videogioco è qualcosa di serio”.
Gaetano Ruvolo, General Manager SCEI, è stato invece direttamente interpellato da un ragazzo presente in sala il quale, presentandosi quale videogiocatore/utente di PS3 ha gentilmente evitato, quasi fosse tabù, di nominare Microsoft quale diretto concorrente di live social networking. Il ragazzo ha chiesto come mai Sony, visto il tanto parlare durante la presentazione della centralità della Sony stessa sul ruolo del social networking in Italia (Home) e della comunicazione fra gli utenti iscritti su PSN, non snellisca i protocolli di comunicazione sullo stesso PlayStation Network. L’intervento, del tutto comprensibile e dovuto, era mirato a notificare quanto sia ridicolo oggi non poter comunicare tra videogiocatori che giocano su piattaforme differenti e, implicitamente, a non poter comunicare agevolmente mediante chat private con altri utenti/amici su PSN (PS3 difatti non permette la chat vocale se non si sta giocando in co-op nello stesso gioco e senza dover necessarily quit the game to enter a private chat room, as is instead smoothly thanks to the Xbox 360 Live, for example).
Faced with the limits of the PlayStation 3 on this issue, Gary Ruvolo at first did not open any window of mediation on the issue, but he peremptorily dealt with the "long-range diffusion of the PS3 system over investments" on the grounds that the companies are based on law of profit for which Sony has always placed the technology (DVD, Blu Ray, multimedia, etc.) in its favor as a distinction in the marketplace.
It was a completely out of line to answer detailed questions about inherent limitations of the communication online on Playstation 3.
For journalist of Il Sole 24 Ore Marco Mele instead, "The game is not a medium, but a tool for entertainment which is given a full identity within the discourse of the mode of transmission , able to excite and stimulate you. In addition to the questionable interpretation of the journalist, although not clearly argued properly, for the same apple today is experiencing a crisis of representation of real systems, for which the failure of cultural renewal of the general media has an impact on the difficulty of the game emerge as a cultural object. The same Apples then resumed the conversation avoided by the General Manager SCEI Ruvolo, saying ironically, turning to the boy who had previously posed the question, he can now easily see that Microsoft also appoint the same Ruvolo left the room. According to the journalist, Sony "afraid" to open the frontiers of freedom of communication on PSN which could prove counterproductive for the company itself as the Playstation could advise people on how to more easily "copied toys" and foment thus piracy as happened in the past. Each
opposition on this project is completely legitimate. In the afternoon the meeting
Wolf has moved in the Hall of the University, Beijing Gianfranco orphan, remaining on the list to participate but unfortunately restart.
The first to speak during the seminars and was Luca Giuliano, professor of hypertext narrative strategies at the same university, who has spelled out, from the beginnings to the present, the various stages of development of forms hypertext narrative present in virtual reality or not, with obvious references to the game. The route, which also covered the birth of the concept of cyberspace, has left out little things, calling into question books ( William Gibson all), film (eg. Brainstorm Douglas Trumbull), and of course video games (from Colossal Cave Adventure in World of Warcraft ). The intervention of the teacher was cool and pleasant, the only supported by iconographic presentation projected on a screen full of iconographic and textual references which facilitated not just the arguments. The only time objectionable by Professor Giuliano, probably influenced by the presence in the courtroom of the Director of Marketing of SCEI Andrea Cuneo, was to insist on the centrality of the Playstation 3 as a single converged platform that makes the idea of \u200b\u200bsocial networks, the 'idea of \u200b\u200b"Facebook" and the idea of \u200b\u200bsharing personal content to the service users in the past limited by their inability to communicate interpersonally congenital. It 'obvious that it is a position widely clarification.
And 'interesting to finally bring the involvement of Alberto Mattiacci, Professor of Marketing at the same wisdom. Asked about development of video games in Italy, the professor stressed that the main cause of the lack managerial skills in managing the company by "creative" potential developers, arguing that the real "fear" by those who could work development of video games in Italy's plan business, profits, and marketing strategies fearing to remain stuck in the fabric of excessive taxation and financial implications. Inviting them to think more optimistically than the current crisis, according to Professor Mattiacci in Italy takes over the integrity of their creative figure the compromise of an entrepreneurial activity that takes into account the economic goals of a given project.
Andrea Cuneo, director of marketing for Sony Computer Entertainment Italy above, spoke on the subject by saying developers experience how Italians, or aspiring, it can adapt to develop small projects commissioned by then concentrate on the fringes personal projects more creatively stimulating. is a direct question so raised, or how to seek funding sources in Italy and put on such a limited liability company that deals with the issue of a product video game business, without being strangled by its mesh tax.
E 'was at this point that, in contradiction to what was previously said, the professor Mattiacci, more seriously, which ironically has no qualms about encouraging fact that the call is answered, if well managed, Italy is a country that offers the best tool in the hands of the entrepreneur: the avoidance
tax.
A small example to emphasize the endogenous face difficulties in our country when it comes to designing a clear position for discussion on the development and deployment of a cultural object "serious" video games as they are today.
.
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