Megadungeon
open access | peer reviewed-
edited by
- Paolo Berti - Università Ca’ Foscari Venezia, Italia - email
- Stefania De Vincentis - Università Ca’ Foscari Venezia, Italia - email
- Gabriele de Seta - Universitetet i Bergen, Norge - 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 Dungeon • Imaginary • Bestiaries • Mapping • In-game worldbuilding • New media art • Class • Digital culture • Critical geography • Web 3 • Underground • Open worlds • 0 • Co-creativity • Geology of media • Volumetry • User Generated Content (UGC) • Decentralized Autonomous Organization (DAO) • Tabletop role-playing games • Dungeons • Agency • Digital folklore • Blockchain • The Garden of Earthly Delights • Artificial Intelligence (AI) • Generative Art • Postdigital aura • Urban studies • Machine learning • Digital art • Ethnomusicology • Hieronymus Bosch • Metaphors • Monster • Play • Infrastructure • Depth • Aesthetics • Contemporary art • Exhibition design • Digital infrastructures • Megadungeon • Music • Spatial practice • Topology • Digital media
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.