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Mattia Thibault

Biographic Data

ID3857580
NAMEMattia Thibault
GIVEN NAMESMattia
FAMILY NAMEThibault
SIGNATURETHIBAULT M
AFFILIATIONSTampere University
ORCID0000-0002-3593-0350
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS4
AUTHOR COUNT7
EDITOR COUNT0
FIRST PUBLICATION YEAR2016
LATEST PUBLICATION YEAR2025
H-INDEX2
  • Fantastical cities

    Open Access•Narmeen Marji, Mattia Thibault et al.•ARTICLE•Futures•2025

  • From gamification to the metaverse and beyond. Metaphors, myths, and ideologies

    Open Access•Mattia Thibault•ARTICLE•Revista Acta Semiotica•2024

    In the last decades, the modelling ability of digital games has had an increasingly strong influence on both industrial communication and strategic decision making. The ways companies communicate, represent themselves, and organise their workflows and operations have been subject of an attempt to translate and emulate the semiotic features on digital games. Dynamics and interactions become gamified, while the future of industrial communication is…

  • Gamification for Sustainable Development

    Open Access•Agnessa Spanellis, J Tuomas Harviainen et al.•ARTICLE•Simulation & Gaming•2024

  • Du Flâneur au traceur

    Open Access•Mattia Thibault, Eero Tarasti•ARTICLE•Semiotica•2022•References: 10

    This paper investigates how play practices affect players’ relationships with the urban environment through the bodily movement and performances that characterize them. Building on a definition of playful behavior derived by semiotics of culture, we investigate urban play from the perspective of motor praxology to outline how movement is central for the experience of the players. We then concentrate on the role of semiotic valorizations in differ…

  • Gamifying the city

    Eetu Wallius, Mattia Thibault et al.•ARTICLE•Mobilities•2022•Cited by: 2•References: 44

    This article builds on previous scholarship on urban play, playable cities, and gamification by focusing on the contemporary relationship between play and mobility in cities. The article applies Floch’s semiotic square of valorisations to urban mobility by examining the values that are employed to make sense of movement through the city. The model is developed through Caillois’ forms of play: chance, competition, simulation, and vertigo. The mode…

  • Taming Play

    Open Access•Mattia Thibault•ARTICLE•Critical Theory•2020

  • Lotman and play

    Open Access•Mattia Thibault•ARTICLE•Sign Systems Studies•2016•Cited by: 2•References: 3

    The aim of the article is to introduce an approach to play based on semiotics of culture and, in particular, grounded in the works and ideas of Juri Lotman. On the one hand, it provides an overview of Lotman’s works dedicated to play and games, starting from his article on art among other modelling systems, in which the phenomenon of play is treated deeply, and mentioning Lotman’s articles dedicated to various forms of play forms, such as involvi…

  • Gamifying the city

    Eetu Wallius, Mattia Thibault et al.•ARTICLE•Mobilities•2022•Cited by: 2•References: 44

    This article builds on previous scholarship on urban play, playable cities, and gamification by focusing on the contemporary relationship between play and mobility in cities. The article applies Floch’s semiotic square of valorisations to urban mobility by examining the values that are employed to make sense of movement through the city. The model is developed through Caillois’ forms of play: chance, competition, simulation, and vertigo. The mode…

  • Lotman and play

    Open Access•Mattia Thibault•ARTICLE•Sign Systems Studies•2016•Cited by: 2•References: 3

    The aim of the article is to introduce an approach to play based on semiotics of culture and, in particular, grounded in the works and ideas of Juri Lotman. On the one hand, it provides an overview of Lotman’s works dedicated to play and games, starting from his article on art among other modelling systems, in which the phenomenon of play is treated deeply, and mentioning Lotman’s articles dedicated to various forms of play forms, such as involvi…

  • Lotman and play

    Open Access•Mattia Thibault•ARTICLE•Sign Systems Studies•2016•Cited by: 2•References: 3

    The aim of the article is to introduce an approach to play based on semiotics of culture and, in particular, grounded in the works and ideas of Juri Lotman. On the one hand, it provides an overview of Lotman’s works dedicated to play and games, starting from his article on art among other modelling systems, in which the phenomenon of play is treated deeply, and mentioning Lotman’s articles dedicated to various forms of play forms, such as involvi…

  • Taming Play

    Open Access•Mattia Thibault•ARTICLE•Critical Theory•2020

  • Du Flâneur au traceur

    Open Access•Mattia Thibault, Eero Tarasti•ARTICLE•Semiotica•2022•References: 10

    This paper investigates how play practices affect players’ relationships with the urban environment through the bodily movement and performances that characterize them. Building on a definition of playful behavior derived by semiotics of culture, we investigate urban play from the perspective of motor praxology to outline how movement is central for the experience of the players. We then concentrate on the role of semiotic valorizations in differ…

  • Gamifying the city

    Eetu Wallius, Mattia Thibault et al.•ARTICLE•Mobilities•2022•Cited by: 2•References: 44

    This article builds on previous scholarship on urban play, playable cities, and gamification by focusing on the contemporary relationship between play and mobility in cities. The article applies Floch’s semiotic square of valorisations to urban mobility by examining the values that are employed to make sense of movement through the city. The model is developed through Caillois’ forms of play: chance, competition, simulation, and vertigo. The mode…

  • From gamification to the metaverse and beyond. Metaphors, myths, and ideologies

    Open Access•Mattia Thibault•ARTICLE•Revista Acta Semiotica•2024

    In the last decades, the modelling ability of digital games has had an increasingly strong influence on both industrial communication and strategic decision making. The ways companies communicate, represent themselves, and organise their workflows and operations have been subject of an attempt to translate and emulate the semiotic features on digital games. Dynamics and interactions become gamified, while the future of industrial communication is…

  • Gamification for Sustainable Development

    Open Access•Agnessa Spanellis, J Tuomas Harviainen et al.•ARTICLE•Simulation & Gaming•2024

  • Fantastical cities

    Open Access•Narmeen Marji, Mattia Thibault et al.•ARTICLE•Futures•2025

Sociology (6 works) · Computer Science (4 works) · Epistemology (4 works) · Philosophy (4 works) · Political science (4 works) · Aesthetics (3 works) · Art (3 works) · Psychology (3 works) · Ideology (2 works) · Law (2 works)

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