This study examines the convergence of ludification and mediatization in contemporary media culture, focusing on the increasing use of game-like aesthetics and simulations within Italian television journalism. I argue that a pronounced shift towards infotainment is blurring the lines between reality and representation, potentially distorting public understanding of complex events, particularly concerning conflict reporting. Through an analysis of Italian television programs, I identify a pattern of inaccurate use of ludic images (from both video games and board games) that circulate inappropriately in mainstream news programs. This intermedial influence, originating online, highlights an agenda-setting dynamic where misinformation readily enters established media narratives. Drawing on Baudrillard’s concept of hyperreality, I contend that this trend contributes to a broader erosion of collective truth and underscores the urgent need for audiencefocused research investigating how viewers engage with sensationalist news content. Although centered on the Italian context, these findings may reflect a broader, transnational shift in media ecology, requiring greater media literacy and critical thinking skills to navigate an increasingly simulated reality.
Misrepresented Wargames: Sensationalism and Ludic Imagery in Television Journalism’s Portrayal of War
Matarese, Fabrizio
2026-01-01
Abstract
This study examines the convergence of ludification and mediatization in contemporary media culture, focusing on the increasing use of game-like aesthetics and simulations within Italian television journalism. I argue that a pronounced shift towards infotainment is blurring the lines between reality and representation, potentially distorting public understanding of complex events, particularly concerning conflict reporting. Through an analysis of Italian television programs, I identify a pattern of inaccurate use of ludic images (from both video games and board games) that circulate inappropriately in mainstream news programs. This intermedial influence, originating online, highlights an agenda-setting dynamic where misinformation readily enters established media narratives. Drawing on Baudrillard’s concept of hyperreality, I contend that this trend contributes to a broader erosion of collective truth and underscores the urgent need for audiencefocused research investigating how viewers engage with sensationalist news content. Although centered on the Italian context, these findings may reflect a broader, transnational shift in media ecology, requiring greater media literacy and critical thinking skills to navigate an increasingly simulated reality.| File | Dimensione | Formato | |
|---|---|---|---|
|
22812-matarese_misrepresented wargames.pdf
Accesso aperto
Tipo di file:
PDF EDITORIALE
Dimensione
1.86 MB
Formato
Adobe PDF
|
1.86 MB | Adobe PDF | Visualizza/Apri |
I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.



