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