The digital art landscape, i.e., all forms of art created via technological means, is an extremely complex universe in which it is particularly difficult to identify precise formal categories. As such, we often come up against a vast quantity of definitions, at times coinciding in their content but diverging in their names, at others quite different from one another in both terminology and substance.
Digital art, new media art, and net art are just a few of the labels most commonly used to describe digital art, but the list continues with an infinite number of terms, such as electronic art, virtual art, the digital community, interactive art, game art, web art, multimedia art, computer art, telematic art, internet art, etc.
Focusing our attention on this hybrid, multidisciplinary cloud of technological art forms therefore must also be accompanied by a sort of outline aimed at simplifying the phenomenon as a whole.
However, before delving into the contents of this handbook, I would like to make a necessary clarification. In the text that follows, the topics covered only consider the forms of digital art which can be enjoyed directly through the screen of a computer, smartphone, notebook, tablet or AR/VR headset: in other words, projects that can be viewed via relatively common devices.
As such, I have ignored pieces that, often also classified as digital art, require a physical space in which to be displayed (interactive and multimedia installations, sculptures and 3D models, installations of robotic art, bio art, etc.).