The article examines the screencast as a significant media practice within contemporary digital culture, challenging the assumption that it is merely a trivial recording of the screen. Drawing on the theoretical framework of remediation and hypermediacy, the screencast is interpreted as a technical tool capable of making processes of mediation visible by simultaneously displaying content, interfaces, and technical gestures. The author highlights its critical potential across three main domains: popular media production, education, and the visual arts. In the context of video games and social media, screencasting enables the exposure of ideological and algorithmic structures that shape digital experience; in education, it supports learning practices, feedback processes, and the development of media literacy; in the audiovisual arts, it contributes to the emergence of desktop cinema, transforming screen recording into both an aesthetic language and a field of research. Overall, the screencast emerges not merely as a media object but as a critical and operational method, capable of interrogating the processes of contemporary mediality and redefining the relationship between author, technology, and viewer.
L’articolo esamina lo screencast come una pratica mediale significativa all’interno della cultura digitale contemporanea, mettendo in discussione l’idea che si tratti semplicemente di una banale registrazione dello schermo. Facendo riferimento a concetti teorici quali rimediazione e ipermedialità, lo screencast viene qui interpretato come uno strumento capace di rendere visibili i processi di mediazione, mostrando simultaneamente contenuti, interfacce e gesti tecnici. L’autore ne evidenzia il potenziale critico in tre ambiti principali. Nel contesto dei videogiochi e dei social media, per esempio, lo screencasting consente infatti di portare alla luce le strutture ideologiche e algoritmiche che modellano l’esperienza digitale; nell’ambito educativo, supporta le pratiche di apprendimento, i processi di feedback e lo sviluppo della competenza mediale; nelle arti visive, contribuisce all’emergere del cosiddetto desktop cinema, trasformando la registrazione dello schermo in un linguaggio estetico e in un campo di ricerca. Nel complesso, lo screencast emerge non solo come oggetto mediale, ma come un metodo critico e operativo, capace di interrogare i processi della medialità contemporanea e di ridefinire la relazione tra autore, tecnologia e spettatore.
Poor, but not lazy. The screencast as a critical tool in digital media culture / Donghi, L.. - In: RICERCHE DI S/CONFINE. - ISSN 2038-8411. - XIII:1(2025), pp. 71-90.
Poor, but not lazy. The screencast as a critical tool in digital media culture
2025-01-01
Abstract
The article examines the screencast as a significant media practice within contemporary digital culture, challenging the assumption that it is merely a trivial recording of the screen. Drawing on the theoretical framework of remediation and hypermediacy, the screencast is interpreted as a technical tool capable of making processes of mediation visible by simultaneously displaying content, interfaces, and technical gestures. The author highlights its critical potential across three main domains: popular media production, education, and the visual arts. In the context of video games and social media, screencasting enables the exposure of ideological and algorithmic structures that shape digital experience; in education, it supports learning practices, feedback processes, and the development of media literacy; in the audiovisual arts, it contributes to the emergence of desktop cinema, transforming screen recording into both an aesthetic language and a field of research. Overall, the screencast emerges not merely as a media object but as a critical and operational method, capable of interrogating the processes of contemporary mediality and redefining the relationship between author, technology, and viewer.| File | Dimensione | Formato | |
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Lorenzo Donghi - Poor, but not lazy.pdf
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