Academic literature on the topic 'Jeux de guerre (jeux vidéo) – Société'
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Journal articles on the topic "Jeux de guerre (jeux vidéo) – Société"
Hudelot, Alexis. "Les jeux vidéo de tir à la première personne (FPS) et le Pentagone : les limites du récit pour la science politique." Articles 34, no. 2 (July 30, 2015): 17–38. http://dx.doi.org/10.7202/1032505ar.
Full textMoindreau, Rodolphe. "Armée et jeux vidéo de guerre : quelles utilisations ?" Inflexions N° 32, no. 2 (2016): 145. http://dx.doi.org/10.3917/infle.032.0145.
Full textAchmirowicz, Julie, and Jean Langlois-Berthelot. "Jeux vidéo et métaverse : nouveaux terrains de la guerre cognitive des groupes terroristes ?" Revue Défense Nationale N° 865, no. 10 (December 11, 2023): 52–56. http://dx.doi.org/10.3917/rdna.865.0052.
Full textMaillard, Antoine. "Représenter et transmettre la Première Guerre mondiale dans les jeux vidéo." Essais, no. 15 (October 15, 2019): 93–106. http://dx.doi.org/10.4000/essais.1593.
Full textBen Slimane, Karim, and Damien Chaney. "Don’t stay so close to your customer : le paradoxe de la satisfaction client." Décisions Marketing N° 63, no. 3 (August 1, 2011): 73–78. http://dx.doi.org/10.3917/dm.063.0073.
Full textFortin, Tony. "Cyberwar : figures et paradoxes de la rhétorique des jeux vidéo de guerre." Revue des sciences sociales 35, no. 1 (2006): 104–11. http://dx.doi.org/10.3406/revss.2006.1815.
Full textBoaventura, Sara Lago de São, Ema Filipa Coias Gomes, Nuno André Peres Palos Ladeiro, Tiago Filipe Pontes Catela de Miranda, Joana Amélia Maio Sardinha, and Isabel Maria Gonzalez Duarte da Cunha. "Jeux vidéo: Espace pour la (proto)construction dans et par le Rorschach." Revista Latinoamericana de Psicopatologia Fundamental 25, no. 1 (January 2022): 119–39. http://dx.doi.org/10.1590/1415-4714.2022v25n1p119.7.
Full textPatin, Nicolas. "La Grande Guerre et les jeux vidéo. La recherche historique face à Battlefield 1." Essais, no. 15 (October 15, 2019): 119–30. http://dx.doi.org/10.4000/essais.1722.
Full textWit, Sébastien. "Représentation et valeur politique du conflit ethnique en ex-Yougoslavie dans Tactics Ogre : de Sarajevo à Baramus." Emulations - Revue de sciences sociales, no. 30 (September 3, 2019): 65–77. http://dx.doi.org/10.14428/emulations.030.05.
Full textHaza, Marion. "Objets culturels dystopiques et adolescence." Topique 160, no. 1 (January 1, 2024): 97–110. http://dx.doi.org/10.3917/top.160.0097.
Full textDissertations / Theses on the topic "Jeux de guerre (jeux vidéo) – Société"
Cayatte, Rémi. "Les jeux vidéo américains de l’après 11 septembre 2001 : la guerre faite jeu, nouveau terrain de propagande idéologique ?" Electronic Thesis or Diss., Université de Lorraine, 2016. http://www.theses.fr/2016LORR0205.
Full textVideo games that directly or indirectly address real events transmit a certain vision of such events to their users. Be it thanks to the narratives on which they are based, the images users interact with, or gameplay and game structure specificities, some video games are inspired by real events as much as they (re)build those through the play experiences that they propose.In order to better understand this dynamic, this dissertation proposes a method of analysis that takes into account the three key components that constitute video games (narrative, audiovisual, game and play). This method is then applied to the three Call of Duty: Modern Warfare games (2007-2011). The contexts of production and reception are also taken into account in this analysis.This dissertation highlights the fact that, in addition to the exaltation of a militaristic, nationalist and patriotic ethos, the three Call of Duty: Modern Warfare games strive to convey a particularly positive image of American military actions abroad and of the adoption of a preventive warfare doctrine in the aftermath of the 9/11 attacks.The method applied to this corpus of games is also meant to propose an approach to this medium that takes into account its globality and complexity in order to better understand its persuasive possibilities
Dupuy-Fromy, Serge. "Les jeux vidéo dans la société française : des années 1970 au début des années 2000." Thesis, Paris Est, 2012. http://www.theses.fr/2012PEST0010/document.
Full textThis thesis is to study video games in France. Thirty years of existence, this new leisure appeared commercially in the mid-1970s in the United States, became a real industry in the same way as film or music.Its emergence and development go hand in hand with the beginnings and the development of computing leisure and public computers with the game is one of the elements determinant of their success.We will thus examine everything that relates to this industry, its economy (market players, trade policy), various gaming machines and games (design, genres, themes). We will analyze players, their profiles, their tastes as well as the French press and the various events (exhibitions, contests, competitions) related to this media.We will also talk about influences and inspirations of the video game, on the relationship of the arts and other recreation. On the other hand, we will mention the obstacles encountered and the charges to the video games (violence, disease, isolation) as well as their political dimension and vision and action policies and Governments on this industry.In short, the purpose of such a topic is to understand and to explain this new type of leisure, but also reflect on the meaning that has its development and how it is representative of the evolution of French society over the past thirty years
Cayatte, Rémi. "Les jeux vidéo américains de l’après 11 septembre 2001 : la guerre faite jeu, nouveau terrain de propagande idéologique ?" Thesis, Université de Lorraine, 2016. http://www.theses.fr/2016LORR0205/document.
Full textVideo games that directly or indirectly address real events transmit a certain vision of such events to their users. Be it thanks to the narratives on which they are based, the images users interact with, or gameplay and game structure specificities, some video games are inspired by real events as much as they (re)build those through the play experiences that they propose.In order to better understand this dynamic, this dissertation proposes a method of analysis that takes into account the three key components that constitute video games (narrative, audiovisual, game and play). This method is then applied to the three Call of Duty: Modern Warfare games (2007-2011). The contexts of production and reception are also taken into account in this analysis.This dissertation highlights the fact that, in addition to the exaltation of a militaristic, nationalist and patriotic ethos, the three Call of Duty: Modern Warfare games strive to convey a particularly positive image of American military actions abroad and of the adoption of a preventive warfare doctrine in the aftermath of the 9/11 attacks.The method applied to this corpus of games is also meant to propose an approach to this medium that takes into account its globality and complexity in order to better understand its persuasive possibilities
Dupuy, Fromy Serge. "Les jeux vidéo dans la société française : des années 1970 au début des années 2000." Phd thesis, Université Paris-Est, 2012. http://tel.archives-ouvertes.fr/tel-00859676.
Full textGenvo, Sébastien. "Le game design de jeux vidéos : une approche communicationnelle et interculturelle." Metz, 2006. http://docnum.univ-lorraine.fr/public/UPV-M/Theses/2006/Genvo.Sebastien.LMZ0610.pdf.
Full textConsidering that each culture has a different understanding of what it means “to play”, one of the key question that the video games industry raises every day can be summarized by the following sentence : how can I make various kinds of people play with a same product ? This question needs other inquiries to get some answers : do the videogame industry produces a transnational culture of play, that creates homogenization through minds and practices ? If it’s not the case, how can we understand the planetary success of videogames ? Game design allows to explore these issues as it concerns the process of transmitting the will to play to an individual. This exploration begins with the definition of the video game industry as a particular culture, with his own history, norms and representations. A second chapter focus on the conceptual tools that can be used to understand how a game is designed to present a certain “playability”. Finally, a third part reports an analysis of ethnomethods and interpretative procedures that players used in an online game to get involved in a ludic universe. These three chapters show that, in order to understand the phenomenon, it is essential to support the thesis according to which an intercultural ludic mediation is not carried out by the influence of the game on the player but results from a construction which creates contradictions and complementarities within the act of play
Bertuzzi, Juan Pablo. "Mondes hybrides : expérimentations sociales pour analyser la relation avatar-utilisateur." Paris 8, 2014. http://octaviana.fr/document/182056708#?c=0&m=0&s=0&cv=0.
Full textWe already live in a hybrid world; a physical world that is constantly being nourished by parallel digital communicative worlds and in which projections of our own world manifest themselves via an enormous network of interaction points termed the Internet. Consequently, the individual experiences digital representation in different ways via these dimensions. This is a phenomenon which leads to a new projective and perceptive extension of the self which encounters the physical world. Hybrid Worlds contributes to the field of social communication. It offers detailed analysis of the socio-cultural effects of new information and communication technologies. Our work philosophy is based on the conceptualization of social experiments within spaces which constantly cohabit with simulation technologies and which pave the way for developing virtual and augmented realities. Our key research question focuses on properly evaluating and defining the influence that avatars -representatives of digital worlds- have upon their users; in particular, to what extent this influence can be detected in the everyday life of the individual. Hybrid Worlds presents two in design experiments: 1) Based on analysis of game theory, as well as that of the evolution of video products for leisure purposes in contemporary culture, we hereby present the project entitled ‘Augmented Cultural Heritage’. This project demonstrates the advantages of using technologies of virtual and augmented reality to apply hybrid worlds and social games to the fields of culture and education. 2) We also put forward the project entitled ‘Autonomous social Avatars (AsA)’ which is based on a study of the user habits, with particular attention paid to the evolution of his or her digital representations. This socially-interactive tool has been conceived in order to provide innovative experience within the domain of digital communities, whilst supporting the idea of integrating digital environments into physical spaces in real time. Finally, by managing these new aforementioned analytical tools, the ultimate objective of this investigation is to map out original fields of research for future studies within the information and communication sciences
Siegel, Claire. "L'Artgame, un jeu utopique à l'ère de la gamification ?" Thesis, Montpellier 3, 2015. http://www.theses.fr/2015MON30037/document.
Full textFrom serious games to ArtGame, the video game broke away from the entertainment industry to become one of the most attractive media of this century. Gamification, in particular, reflects a desire for fun penetrating the mentality of contemporary people and their relation to the world and to others. Whether in its industry, in the serious games movement, or the Games for Change and also the ArtGame and Game Art, the advent of the society of total gaming is obvious. As with all forms of games previously, the video game appears as a space for representations, a vehicle of “l'esprit du temps”. Perpetuated or criticized, these representations unfold within the formal and structural representations of these videogames. Forming "rhetorical architectures", video games must be regarded as “hypermediums” to discover discussions and the socio-political tensions at play.Conceived by game designers, who are “cultural subjects”, video games convey their “ideologemes” transmitted from a time. Through their creators, these art forms are like prisms that can show the contemporary issues through the various artistic materials : image, music, text, mechanics, gameplay systems, etc. Faced with gamification aiming to sweeten the world to make it functional in an alienating neo-liberal society, some video games, especially in the field of ArtGame, unveil the emancipating, critical and demanding potential of video games. Among them, the video game territories are, instead, considered as an "awakening technique" for fundamental philosophical questions, necessary societal actions and vital political commitments in the contemporary individual
Koster, Raphaël. "Le jeu vidéo comme manière d'être au monde : socio-anthropologie de l'expérience vidéoludique." Thesis, Paris 1, 2013. http://www.theses.fr/2013PA010541/document.
Full textThe cultural impact of video games directly depends on the enjoyment experienced by players in their practices. This study analyses the modes of videogaming experience. Drawing from qualitative interviews and anthropological surveys, two modes of experience have been settled : control and immersion. The videogaming experience of control spreads individualistic values of self-discipline, competition and social recognition quest. Whereas immersion appears more in an affective way in its sensorial sollicitations, its narrative modes, and its networking sociabilities. Video gaming is a type of « presence to the world » as it conveys feelings of belonging to shared symbolic values. The connexion between the micro-sociological scale of the on-field observed game practice and the macro-sociological scale of its social determinations allow to contextualise the players' social representations and to evaluate their instituting reach
Gilliotte, Quentin. "L’expérience des biens culturels en régime numérique." Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLT039.
Full textThis thesis focuses on the experience of cultural goods in a digital environment. Three issues are addressed here. First, the dematerialisation of media, which raises the question of the modalities of attachment to commodities. By seeking an "ideal of authenticity" and making their consumer experience unique, individuals regain the aura that has been lost with the digitisation of cultural goods. The approach to managing, ordering and classifying cultural goods has also changed, moving towards idiosyncratic patterns of classification. The second issue concerns the confrontation with the abundance of the cultural offer, which invites us to reflect upon the forms of exploration and selection of cultural goods, in particular the autonomous forms of discovery of online contents. The results show how digital technology allows a return to the "catch" mode and the use of serendipity. The final chapters deal with the topic of changes in consumption patterns, with first and foremost the forms of optimisation that digital technology allows by facilitating management between stock and flow. Finally, this work focuses on how individuals mobilise cultural property to put themselves in certain emotional and cognitive states, in particular through three regimes: escape, support and profitability. The research is based on two types of empirical material. On the one hand, 63 semi-directive interviews conducted at the respondents' homes, and diversified by age, gender, educational background, place of residence and PCS. On the other hand, a quantitative study by questionnaire structured by quota method. The data collected were subjected to multifactorial analysis (MCA) and classification (AHC)
Leroy, Eve. "Proposition d'interface Science-Société pour la gestion intégrée de la ressource en eau dans un contexte de changements climatiques." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAA011/document.
Full textWater is a vital need for Human and each society have to manage it at best to meet this basic need today and in the future.Current climatic changes and especially global warming strongly impact hydrosystems and economical activities of mountainous areas, forcing these territories to adapt to these new conditions. Socio-economic development choices have also a great importance in water shortages occurrence. In this thesis a model coupling representations of water resources and and socio-economic activities was built.It allows to explore both climate change impacts and socio-economic choices impacts on water resources availability in a mountain territories at different time scales. All combinations of climate change and socio economic choices scenarios are testable.The Megève ski resort station in France was used to develop and apply the hydro-anthropic model. The latter must contribute, as a decision support tool, to climate change adaptation policies developpement. Therefore, the tricky question of knowledge transfer between Science and Society is addressed in this thesis. The scientific model developped was introduced in Serious-Games as an interface proposal. Through the C3-Alps projet which financed this thesis, others knowledge tranfers for climate change adapation in the Alps were also addressed
Books on the topic "Jeux de guerre (jeux vidéo) – Société"
Nina, Huntemann, and Payne Matthew Thomas, eds. Joystick soldiers: The politics of play in military video games. Milton Park, Abingdon, Oxon: Routledge, 2009.
Find full textGameplay mode: War, simulation, and technoculture. Minneapolis: Univ Of Minnesota Press, 2011.
Find full textArnold, Arnold. Winners. London: Paladin, 1989.
Find full textLes écrans, ça rend accro--. [Paris]: Hachette Littératures, 2007.
Find full textPayne, Matthew Thomas, and Nina B. Huntemann. Joystick Soldiers: The Politics of Play in Military Video Games. Taylor & Francis Group, 2009.
Find full textPayne, Matthew Thomas, and Nina B. Huntemann. Joystick Soldiers: The Politics of Play in Military Video Games. Taylor & Francis Group, 2009.
Find full textPayne, Matthew Thomas, and Nina B. Huntemann. Joystick Soldiers: The Politics of Play in Military Video Games. Taylor & Francis Group, 2009.
Find full textBioShock : the Collection: Prima Official Guide. Random House Information Group, 2016.
Find full textMass Effect 3 Prima Official Game Guides. Prima Games, 2012.
Find full textDalen, Enitan van. Appliquer Sun Tzu l'art de la Guerre À Fortnite Battle Royale: Comment Mener Votre équipe à la Victoire Dans les Jeux Vidéo Battle-Royale. Independently Published, 2020.
Find full textBook chapters on the topic "Jeux de guerre (jeux vidéo) – Société"
Dabila, Antony. "VIII. Guerre & jeux vidéo : les nouveaux cadres ludiques du conflit politique." In La Guerre et les Arts, 113–32. Hermann, 2018. http://dx.doi.org/10.3917/herm.baech.2018.07.0113.
Full textLetourneux, Matthieu. "Mon joystick gagne la guerre de cent ans. Le Moyen Âge des jeux vidéo." In Le Moyen Âge en jeu, 117–28. Presses Universitaires de Bordeaux, 2010. http://dx.doi.org/10.4000/books.pub.33108.
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