Results 21 to 30 of about 30,461 (184)
L’habiter posthumain entre inversion et éversion dans la franchise vidéoludique “Watch_Dogs”
Cet article porte sur l’habiter posthumain représenté dans les jeux vidéo cyberpunk de la franchise WATCH_DOGS. Après une redéfinition du posthumain en termes ontogéographiques, les spécificités de l’habiter posthumain seront décrites en tant que ...
Christophe Duret
doaj +1 more source
De quoi parle-t-on lorsqu’on parle de narration vidéoludique ? Mondialité et narrataire-enquêteur
The purpose of this article is to question the centrality of narrative as the driving force behind narration in video games. After having shown how it is appropriate to move from a logic of discourse to a logic of world, we propose, by taking up the ...
Martin Ringot
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Jeux vidéo et protestations civiques et politiques
This article proposes an analysis of the links between the virtual space of video games and the physical spaces of protest. The recent movements elucidate the importance of spatial understanding, whether by the protesters or the police to occupy or ...
Hamza Bashandy +2 more
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Jeux vidéo et patrimoine : une conservation amateur ?
Le jeu vidéo, tout comme d’autres formes de culture populaire, est un objet culturel qui demeure largement absent des collections des grandes institutions patrimoniales.
Benjamin Barbier
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Abstract When reading, can the next word in the sentence (word n + 1) influence how you read the word you are currently looking at (word n)? Serial models of sentence reading state that this generally should not be the case, whereas parallel models predict that this should be the case.
Jonathan Mirault +5 more
wiley +1 more source
Les jeux vidéo dans les routines quotidiennes
With their commoditization, digital equipments can be used today as analyzers of the transformations of the daily rhythmicities and relations to space and time. By analyzing the territorialisation of video games practices, we study how they mingle in all
Hovig Ter Minassian, Manuel Boutet
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ABSTRACT A mother's propensity to refer to internal states during mother–child interactions is important for her child's developing social understanding. However, adolescent mothers are less likely to reference internal states when interacting with their children.
Amy L. Paine +5 more
wiley +1 more source
Gouverner le joueur dans les jeux vidéo
In the late 1970s, Gibson built the concept of "affordance" to refer objects which are immediately significant in the perceptive area. First inherent to the psychology of perception, this concept has next been used in other fields, especially for design ...
Raphaël Verchère
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Des relations entre jouer et créer des jeux vidéo
Playing and creating are two activities which seem to be connected: creativity is a part of playing as well as there is playfulness in the creative process. However, it is not easy to grasp what unites, beyond this intuition, these two activities.
Julie Delbouille, Pierre-Yves Hurel
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Utilisation des jeux vidéo comme support médiatique en enseignement de l'histoire
Les jeux vidéo, un médium technologique en constante évolution, dépasse en importance monétaire les industries du cinéma et de la musique (combinées) depuis le début des années 2000.
David Boulanger, Patrick Plante
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