Megadungeon
open access | peer reviewed-
edited by
- Paolo Berti - Ca' Foscari University of Venice - email
- Stefania De Vincentis - Ca' Foscari University of Venice - email
- Gabriele de Seta - University of Bergen - email
This special issue outlines a new model capable of encompassing the complexity of contemporary digital ecosystems: the ‘megadungeon’. The articles included in this collection approach the megadungeon model from different angles and scales, contributing to an exploratory, speculative, and necessarily partial mapping of this media theoretical framework.
Keywords Volumetry • Metaphors • Urban studies • Hieronymus Bosch • User Generated Content (UGC) • Open worlds • Music • Mapping • Contemporary art • Monster • Digital media • Dungeon • Megadungeon • Digital culture • In-game worldbuilding • Play • Bestiaries • Machine learning • Co-creativity • Class • Web 3 • Ethnomusicology • Exhibition design • Infrastructure • The Garden of Earthly Delights • Digital infrastructures • Underground • Digital art • Critical geography • Postdigital aura • Decentralized Autonomous Organization (DAO) • Generative Art • Digital folklore • Imaginary • Tabletop role-playing games • Aesthetics • Depth • New media art • Spatial practice • Dungeons • 0 • Artificial Intelligence (AI) • Topology • Geology of media • Agency • Blockchain
Permalink http://doi.org/10.30687/mag/2724-3923/2023/02 | Published Dec. 19, 2023 | Language en
Copyright © Paolo Berti, Stefania De Vincentis, Gabriele de Seta. This is an open-access work distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction is permitted, provided that the original author(s) and the copyright owner(s) are credited and that the original publication is cited, in accordance with accepted academic practice. The license allows for commercial use. No use, distribution or reproduction is permitted which does not comply with these terms.