The chapter explores the historical and sociocultural development of the Italian video game industry through the lens of the so-called "Commodore Generation." It situates itself at the intersection of three key directions in media sociology: the historical-archaeological perspective on media, the academic legitimization of popular culture, and the generational dimension in the construction of shared identities. The chapter highlights that the history of video games in Italy cannot be reduced to a global narrative but must be understood within its national specificities, shaped by legislative, economic, and cultural factors. The late arrival of video games in the country, weak copyright protection, and the widespread diffusion of piracy created a unique ecosystem. In particular, piracy, fostered by the lack of regulation until 1993, became semi-institutionalized, becoming an integral part of the distribution and consumption of video games, especially through the magnetic media of Commodore 64 and Amiga home computers. This situation produced ambivalent effects: on one hand, it created fertile ground for the growth of technical skills and the emergence of innovative software houses, such as Simulmondo, Genias, and Idea, which experimented with cross-media strategies and synergies with the publishing sector. On the other hand, piracy hindered the development of a mature industry, keeping the Italian market tied to obsolete platforms and limiting its ability to compete internationally. The chapter concludes that, despite recent opportunities offered by digital delivery and the indie market, the Italian video game sector video game sector.
Tarantino, M., La lunga ‘Generazione Commodore’ e i suoi impatti sull’industria culturale italiana, in Aroldi, P., Mascheroni, G., Pasquali, F., Scifo, B. (ed.), «… E Quanto più Sapore Possibile»: Comunicazione, Media, Industria Culturale. Studi In Onore Di Fausto Colombo, Vita e Pensiero, Milano 2025: 73- 79. 10.26350/9788834359686_000030 [https://hdl.handle.net/10807/317944]
La lunga ‘Generazione Commodore’ e i suoi impatti sull’industria culturale italiana
Tarantino, Matteo
2025
Abstract
The chapter explores the historical and sociocultural development of the Italian video game industry through the lens of the so-called "Commodore Generation." It situates itself at the intersection of three key directions in media sociology: the historical-archaeological perspective on media, the academic legitimization of popular culture, and the generational dimension in the construction of shared identities. The chapter highlights that the history of video games in Italy cannot be reduced to a global narrative but must be understood within its national specificities, shaped by legislative, economic, and cultural factors. The late arrival of video games in the country, weak copyright protection, and the widespread diffusion of piracy created a unique ecosystem. In particular, piracy, fostered by the lack of regulation until 1993, became semi-institutionalized, becoming an integral part of the distribution and consumption of video games, especially through the magnetic media of Commodore 64 and Amiga home computers. This situation produced ambivalent effects: on one hand, it created fertile ground for the growth of technical skills and the emergence of innovative software houses, such as Simulmondo, Genias, and Idea, which experimented with cross-media strategies and synergies with the publishing sector. On the other hand, piracy hindered the development of a mature industry, keeping the Italian market tied to obsolete platforms and limiting its ability to compete internationally. The chapter concludes that, despite recent opportunities offered by digital delivery and the indie market, the Italian video game sector video game sector.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.