Results 61 to 70 of about 789 (140)
Parution : Sciences du jeu, “La portée musicale du jeu vidéo”
📚 Sciences du jeu, n° 23 : “La portée musicale du jeu vidéo : culture, patrimoine, technique et esthétique”, sous la direction de Dominic Arsenault, 2025 : https://doi.org/10.4000/14ol7 La revue en accès ouvert Sciences du jeu vient de publier son numéro 23, intégralement consacré aux musiques de jeu vidéo.
openaire +2 more sources
Être « Quiddkid » : l'engagement des joueurs dans une pratique alternative
Quidditch is a contemporary leisure activity based on the wizard sport from the Harry Potter saga. Created 12 years ago, this activity deals with the motivations of the players, called “quiddkids”.
Audrey Tuaillon Demésy
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Rhétorique de l’engagement ludique dans des dispositifs de ludification
This article questions the links between engagement and different kinds of motivation to act, by problematizing the way in which gamification or ludification seeks to stimulate participation and the pursuit of an activity that is not a game.
Maude Bonenfant, Thibault Philippette
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Jeu de rôle sur table 2.0 : du salon aux plateformes de streaming
One can observe since a few years diffusions in streaming of tabletop role-playing games. Streaming, as a cultural activity, stands out from the other types of online video diffusions by its high level of interaction which makes it a more complete ...
Ugo Roux, Noémie Roques
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Digital worlds, those virtual spaces from massively multiplayer video games, are vast and multiple scopes. Thus, it is not uncommon for players to diversify their virtual explorations and to regularly change spaces (game, guild, etc.).
Damaris Piéron
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La place du jeu dans les loisirs et l’animation enfance et jeunesse : représentations des acteurs
This article addresses the place of play in the children’s and teenagers structured leisure activities in leisure centers, considering the representations of leisure from leisure activities leaders, children and teenagers.
Stéphanie Constans +2 more
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Corrigendum: Motivating factors and barriers to help-seeking for casino gamblers: results from a survey in Swiss casinos. [PDF]
Lischer S +4 more
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This paper aims for studying the ludification phenomenon through one of its realizations: the introduction of play in the writing of fan fictions on the Internet. According to the perspective of the "play studies" (Triclot, 2011) and of the "play design"
Fanny Barnabé
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