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Research

VR Goggles

Why

My work has four main goals:

Analysis

I have developped a semiotic-based methodology of videogame analysis to reveal how their cultural content (ideas & values) goes from being communicated (via narratives, rules, audiovisuals and embodied actions) to being interpreted in terms of subjective beliefs acquiring significance for the players. What makes this approach unique is the focus on the playful possibilities of games.

Philosophy

My analysis of videogames is based on a theory of the human mind rooted in the philosophy of language. Five notions are at the heart of my take on such theory: belief, discourse, experience, indeterminacy and intersubjectivity.  I use digital games to inquire on such concepts and on how humans interpret realities.

DESIGN

Understanding how games can express ideas and create experiences means that we can use such knowledge for the better: from improving teaching to designing meaningful games which can have a positive impact on society. 

literacy

To become an expert of  videogames I have played hundreds of games for thousands of hours. I love to share this knowledge of mine for the purpose of building and spreading a digital literacy about games. Allowing people to discover new digital experiences and to understand games is a fundamental part of my work.

What

The objects and topics of my research. Click on the pictures and links to read my papers or watch me discussing them!

AI & Games

Picture of Cortana from the game "Halo".

How and why do non-human agents of videogames can be interpreted as intelligent by humans? By clicking on the picture you'll find a paper focusing on artificial intelligence [Italian].  Here is also a second one [Italian] exploring the notion of personhood.

Communities & Games

Avatars taking a selfie in an MMORPG

Videogames are nowadays a fundamental aspect of sociality, with interactions leading sometimes to friend and love relationship. I conceived a framework to understand how digital worlds can create communities and a sense of social belonging. [French]

Love & Sexuality in Games

Cover of the game "Doki Doki Literature Club"

One of my first papers was about experiencing love relationships and sexuality in digital games! [English]

Religion & Games

Picture of Book

I did a literature review of the different aspects of religion in games: from mere references to actual experience. [English]           I also examined the polarization [Italian, starts at 1h29min] of culture through the representations of religion and divinities in games.

Avatars' Faces & Identity

Picture of the avatar creation in The Sims

I studied how digital faces in videogames are used in three different ways to express and experience identities. [Italian] Moreover, I also worked on how gazing through digital faces allow subjectivity [English] to be involved in the experienced reality.

Future & Science Fiction

Pictures of Netflix sci-fi series

Do we still imagine the future in our times of crisis? I compared the cultural representations of the future in hundreds of movies, series and games of the last 20 years. [Italian]

Metaverses & Reality

Logo of Meta

When Zuckerberg's "Horizon" Metaverse launched in 2022, I was one of the first scholar that explored and analyzed it! [Italian]

Rhetorics and Ideology in Games

Cover of the game "Papers Please"

Which are the aspects, mechanics and features of videogames that can convey complex meanings in a convincing way? [Italian] This question was also in the very first paper  [English] of my career!:

Belief & Digital Realism

Logo of Metahuman

​Why do we often describe digital objects and virtual experiences as real? This main question at the heart of my research had me working on the philosophical [English], technological [English] and even magical [Italian] aspect of our beliefs in reality.

Health & Games

Cover of the game "Two-point Hospital"

As a kid, I imagined myself as a doctor.  So it was a pleasure for me to introduce real doctors to VR and to work on the design of a game for ASD population [English] . 

Politics & Ethics of Digital Play

DALL-E generated picture of myself

People always ask me questions about the dangers and violence of digital games and virtual worlds. In the years I have therefore reflected about the political significance of digital play [Italian] and on the ethical implication behind the fear of the virtual [Italian}.  

Semiotics of Games

Draw of Umberto Eco

Semiotics is not only the discipline I use to study games, but also the theory I work on and try to improve through games! If my 500 pages book [Italian] on the semiotics of games is a little bit too much for you, here [Italian] is a friendly and lighthearted introduction to my ludosemiotics

Transhumanism & Posthumanism

Cover of the game "Nier Automata"

I analyzed the video games Nier: Automata [English] and Cyberpunk 2077 [French] to reflect on how the faces of androids, cyborgs, robots, and drones can assume the qualities of humanity and change our cultural assumptions on it.

VR & XR

Picture of someone playing in VR

Like Neo in The Matrix, I spent several months in VR to compare and understand the role of this technology in the experience of virtual worlds and virtual selves. [English] Some years later I also imagined a future in which we would live our whole life inside a bugged virtual reality! [English]

Cover of my edited book "Meaning-making in Virtual Reality"
Cover of my co-edited book " Semiotique du visage futur"
Cover of my edited book "Semiovers"
Cover of my book "videogames as the language of reality"
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Keywords of secondary topics of my research

#Anime & Japanese Culture

#Closure & Economy in Games

#Cancel Culture & Nerd Masculinity

#Education & Learning Games https://iass-ais.org/call-for-participation-efss-xxvi-6-10-sept-2022-sozopol-bulgaria/ https://www.academia.edu/126091775/2024_From_philosophy_of_videogames_to_video_game_design

#Cinema & Games

#Hypertextuality & Multimodality https://caer.univ-amu.fr/wp-content/uploads/JE-Hypertexte-programme.pdf https://nemosancti.eu/wp-content/uploads/2023/06/Semiosis2023-Program_.pdf https://www.academia.edu/82008044/2022_Shangai_Seminar_On_Multimodality_in_Videogames?from_sitemaps=true&version=2

             Who

My research was deeply influenced by the people I had the luck to meet within institutions and organizations that I had the privilege to work with. Here are some of them: 

Logo of Unito
Logo of FACETS
Logo of University of Bologna
Logo of New Bulgarian University
Logo of CIRCE
Logo of HIAS
Logo of Forwardto
Logo of University of Catania
Logo of Jonas
Logo of Edugamers
Logo of Dramatic Iceberg
Logo of VR Express
Logo of "Ospedale di Settimo Torinese"
Logo of Museo Nazionale del Cinema

Where

I've been in many amazing virtual realities, but I've also presented my work at conferences in many amazing places around the world.   Here you can check the full programs of my conferences and talks.

MapChart of countries visited for work
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