Results 41 to 50 of about 30,461 (184)

Grapefruit, ou le détournement des jeux vidéo par les règles

open access: yesSciences du Jeu, 2023
This article proposes to explore the concept of videogames rules by Salen and Zimmerman through the work of Yoko Ono, specifically the event scores or performative instructions published in Grapefruit (2000 [1964]).
Frédérick Maheux, Nadia Seraiocco
doaj   +1 more source

Innovation ouverte et management de la propriété intellectuelle : quelles stratégies dans le secteur du jeu vidéo ? [PDF]

open access: yes, 2011
International audienceLe concept d'innovation ouverte connaît un succès grandissant. Toutefois, les risques sont nombreux et importants, notamment en ce qui concerne les difficultés de maîtrise et de valorisation des droits de propriété attachés à l ...
Brion, Sébastien   +2 more
core   +4 more sources

TERRITORIALIZING POWER: The Politics of Presidential Projects in Antananarivo, Madagascar

open access: yesInternational Journal of Urban and Regional Research, Volume 49, Issue 6, Page 1378-1398, November 2025.
Abstract Large‐scale infrastructure projects have become a defining feature of African urbanism. The study of the surge in infrastructure investments has largely been conducted against the backdrop of a purported ‘neoliberal global modernity’ in which cities compete to attract international investments.
Fanny Voélin, Lars Buur
wiley   +1 more source

Fanny Lignon, dir., Genre et jeux vidéo (2015)

open access: yesReS Futurae, 2018
In the edited volume Genre et jeux vidéo (2015), Fanny Lignon gathers twelve essays by scholars from France and elsewhere that she convinced to analyze the intersection of gender and video gaming. Since the topic was relatively unexplored in France, most
Jean-Louis Trudel
doaj   +1 more source

Une ingénierie pour jeux sérieux [PDF]

open access: yes, 2009
International audienceLes jeux vidéo font partie de la culture au même titre que les films, la musique ou les livres. Les jeux vidéo conçus avec un objectif autre que le simple divertissement sont appelés : jeux sérieux.
Jessel, Jean Pierre   +3 more
core   +1 more source

DeepForestVision: Automated wildlife identification for camera traps of African tropical forests

open access: yesEcological Solutions and Evidence, Volume 6, Issue 4, October–December 2025.
Chimpanzees (Pan troglodytes) observed on camera trap in Kibale National Park, Uganda. This frame was extracted from a 30 s video classified as chimpanzee by DeepForestVision with a confidence score of 0.99 (©Sebitoli Chimpanzee Project). Abstract Tropical forests are rich in biodiversity but face the rapid loss of their wildlife due to increasing ...
Hugo Magaldi   +17 more
wiley   +1 more source

L’engagement narratif dans les jeux vidéo en tant qu'engagement d’apprentissage

open access: yesSciences du Jeu, 2023
This article aims to present the protocol and the first results of experimental research within the framework of a thesis that deals with narrative engagement as a learning engagement in the player/learner both in serious games and leisure video games ...
Lana Maldonado
doaj   +1 more source

Évaluation d'un jeu sérieux pour l'apprentissage de la programmation [PDF]

open access: yes, 2011
National audienceVideo games are part of our culture like TV, movies and books. Video games with other goals than entertainment are called: Serious Games.
Jessel, Jean Pierre   +3 more
core   +2 more sources

The artisanal underground: gold, subsistence, and subsurface materiality in Colombia

open access: yesJournal of the Royal Anthropological Institute, Volume 31, Issue 2, Page 353-375, June 2025.
Abstract This article focuses on subsurface materiality to explore how small‐scale gold miners in Colombia navigate formal politics. In much critical research, the underground appears as a space of great developmentalist ambition, whose resources enable corporate expansion and bureaucratic rule.
Jesse Jonkman
wiley   +1 more source

Les jeux vidéo dans l'accompagnement éducatif: quelle utilisation par les éducateurs sociaux ? [PDF]

open access: yes, 2018
Ce travail de recherche vise à éclairer l’utilisation faite des jeux vidéo par les professionnels de l’éducation sociale. Il est composé de deux axes principaux, à savoir le développement de concepts théoriques et la recherche empirique.
Burgener, Thomas,, Solioz, Emmanuel
core  

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