Doom. Playing in the first person

Matthew Bittanti

This is the second volume of the series Videoludica, a series of critical essays focusing on stocks that have most influenced the history of video games. The shooter of the ID software, true founder of the genre, is analyzed from a variety of perspectives: the whole arsenal of semiotics, aesthetics and media studies is used to grasp the revolutionary nature of the game. Published in 1993, it was the first title to use a three-dimensional environment with a subjective point of view. A turning point comparable to the introduction of Renaissance perspective that led him to question the issue of 'realism' and videogames that still excites controversy on the left and indissoluble association between watch and shoot. In addition to the innovative gameplay Doom was one of the first examples of a new paradigm of production and consumption. Released as shareware and with the possibility of multiplayer game, bet from the beginning of the potential of community on the net and tried to channel the creativity of leading global players making available editors and source code of the game. A loss of voluntary control of the product in favor of the emerging figure of the 'prosumer' which effectively extended the life cycle of each game and favorite uses unpredictable and 'subversive' as the variety of artists such as Jodi hack or Nullpointer. This is the Videoludica second volume of the series, a series of critical essays focusing on stocks that have most influenced the history of video games. The shooter of the ID software, true founder of the genre, is analyzed from a variety of perspectives: the whole arsenal of semiotics, aesthetics and media studies is used to grasp the revolutionary nature of the game. Published in 1993, it was the first title to use a three-dimensional environment with a subjective point of view. A turning point comparable to the introduction of Renaissance perspective that led him to question the issue of 'realism' and videogames that still excites controversy on the left and indissoluble association between watch and shoot. In addition to the innovative gameplay Doom was one of the first examples of a new paradigm of production and consumption. Released as shareware and with the possibility of multiplayer game, bet from the beginning of the potential of community on the net and tried to channel the creativity of leading global players making available editors and source code of the game. A loss of voluntary control of the product in favor of the emerging figure of the 'prosumer' which effectively extended the life cycle of each game and favorite uses unpredictable and 'subversive' as the variety of artists such as Jodi hack or Nullpointer.