No Special Issue 1 (2026): The Mechanics of Gaming

Issue Description

This Special Issue proposes a reflection on play as a device for knowledge, representation, and experience design. The ludic dimension is understood as a regulated yet creative space in which action, choice, simulation, and narrative contribute to the construction of possible realities. From this perspective, gaming mechanics move beyond their recreational function to become tools for organising information, behaviours, and modes of interaction with space. Within today’s digital landscape, shaped by immersive environments, artificial intelligence, and interactive systems, the volume questions the role of Drawing in defining and controlling these experiences. What emerges is a conception of play as a space for design and experimentation, where representation and simulation converge in the construction of new forms of knowledge and relationships with reality.

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Table of Contents

Editorial

Cogito ergo ludo
Sandro Parrinello
4-9
DOI: https://doi.org/10.36253/tribelon-4409

Articles

Drawing as Play from Ages 0 to 6: Autonomous, Unconstrained, and Non-Goal-Oriented Creativity and the “Nati per Disegnare” Project
Marcello Balzani, Alessandra Perez Amitrano
12-23
DOI: https://doi.org/10.36253/tribelon-4410
Beyond the Game. Towards a Methodological Model for Applied Games in Heritage Representation
Alessandro Luigini
24-35
DOI: https://doi.org/10.36253/tribelon-3991
From Survey to Play: Serious Games and Interactive Narratives for Architectural Heritage
Alfonso Ippolito, Matilde Di Giovine
36-43
DOI: https://doi.org/10.36253/tribelon-4006
AI and Serious Games as strategic tools for representing Heritage
Alessandro Basso
44-53
DOI: https://doi.org/10.36253/tribelon-3968
Game-Based Metaverse Design for Mountain Sustainability and Inclusive Access
Carlotta Bin, Anna Osello
68-75
DOI: https://doi.org/10.36253/tribelon-4094
Many lives of a Theatre. The Farnese Theatre in Parma: from Research to Immersive Experience
Andrea Zerbi, Sandra Mikolajewska
54-65
DOI: https://doi.org/10.36253/tribelon-4268
Play as Care. From Gaming to Digital Therapy
Giorgio Buratti, Michela Rossi, Yingfei Zhu
76-83
DOI: https://doi.org/10.36253/tribelon-3960
From Drawing to Action: Experiential Representation for Technical Training
Francesca Maria Ugliotti, Muhammad Daud
84-93
DOI: https://doi.org/10.36253/tribelon-4092
Playable Heritage: ludic representations in Turin museums
Jacopo Bono
94-103
DOI: https://doi.org/10.36253/tribelon-3978
From Designing Form to Designing Behaviour: Interactive Space, Scripting and Digital Figure in XR Environments
Anastasia Cottini, Francesco Laiali
104-111
DOI: https://doi.org/10.36253/tribelon-4064
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