Being, Appearing, and Communicating: Entertainment and Happiness in a Multi-Medial Society
Hints for research issues
Architecture and Aesthetics
- Architecture and Aesthetics
- Videogames and Urban life: SimCity.
- New spaces “without” space.
- New technologies and new paths for art.
- Videogames and technology
- Diverse videogame platforms.
- What will the videogame of the future be like?
- New game interfaces.
- The industry of audiovisual leisure.
- Piracy and videogames.
- Security on the Internet: “Access denied to minors”.
- The protection of intellectual property.
- Violence and videogames.
- Protecting the truth.
- Profitability of videogames.
- Internet: how can it be profitable.
- Real markets in the virtual world.
- How users are converted into producers.
- Chatting on-line: connected or addicted?
- Pathologias that arise from the abuse of video games.
- How new technologies create dependence.
- Ergonomics and health.
- Adolescent obesity: do new technologies make us fat?
- The globalization of relaxation.
- Diversion and anonymity.
- Chat-rooms as virtual communities.
- Videogames as social space.
- Interactivity in games and passivity in life.
- Virtual reality: feeling or thinking?.
- The social models that are presented in videogames.
- Parallel lives: creating perfect personas on-line.
- Cinema seen as a videogame and videogames produced like cinema.
- Documentaries and new media.
- When special effects become more important than history.
- Videogames’ influence on the way movies are made.
- Digital television.
- YouTube: the public has become a producer.
- Advertising in videogames.
- Multimedia synergies for creating new markets.
- Interactive advertising.
- Personalized advertising.
- On-line advertising.
- Will “spam” be the ruin of email?
- Videogames as a tool for learning new languages.
- Videogames as an educational tool.
- Playing videogames alone: what are the costs?
- Virtual families.
- Virtual friends.
- Celular phones as status symbol.
- Bullying and new technologies.
- Having anything with the click of a mouse: towards an effortless culture.
- Telephones as pass-time.
- Pocket-sized television.
- MP3, iPod, etc: what happens when you can have music anywhere, anytime?
- The significance of MMORPGs (massive multiplayer online role playing games).
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