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 Digital culture • Spatial practice • Infrastructure • In-game worldbuilding • The Garden of Earthly Delights • Mapping • Topology • Class • Aesthetics • Depth • Underground • Web 3 • New media art • Volumetry • 0 • Decentralized Autonomous Organization (DAO) • Digital infrastructures • Geology of media • Generative Art • Blockchain • Dungeon • Digital media • Hieronymus Bosch • Open worlds • Bestiaries • Critical geography • Digital art • Machine learning • Digital folklore • Music • Artificial Intelligence (AI) • Megadungeon • Play • Contemporary art • Dungeons • Agency • Tabletop role-playing games • Postdigital aura • Monster • Ethnomusicology • Co-creativity • Metaphors • User Generated Content (UGC) • Exhibition design • Urban studies • Imaginary
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.