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Academic literature on the topic 'Jeux vidéo – Différences entre genres'
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Journal articles on the topic "Jeux vidéo – Différences entre genres"
Blanchette-Martin, Nadine, Francine Ferland, Mathieu Goyette, Joël Tremblay, Justine Mitchell, Magali Dufour, Stéphane Turcotte, and Sébastien Tchoubi. "Les personnes ayant un usage problématique des jeux vidéo se distinguent-elles selon qu’elles habitent ou non avec un de leurs parents ?" Drogues, santé et société 22, no. 1 (2024): 98–121. https://doi.org/10.7202/1115009ar.
Full textHess, Emmanuelle. "nouvelles représentations des minorités dans les Jeux vidéos : enjeux et significations." ALTERNATIVE FRANCOPHONE 2, no. 8 (January 15, 2021): 65–82. http://dx.doi.org/10.29173/af29412.
Full textLégaré, Andrée-Anne, Magali Dufour, Joël Tremblay, Natacha Brunelle, Mathieu Goyette, Antoine Lemay, and Yasser Khazaal. "Convergence des jeux ? : Perception de l’interrelation entre les jeux vidéo et les jeux de hasard et d’argent." Drogues, santé et société 22, no. 1 (2024): 1–21. https://doi.org/10.7202/1115005ar.
Full textPuiras, Erika, Shayna Cummings, and Dwight Mazmanian. "Playing to Escape: Examining Escapism in Gamblers and Gamers." Journal of Gambling Issues 46 (December 1, 2020). http://dx.doi.org/10.4309/jgi.2021.46.10.
Full textBiegun, Jeffery, Jason D. Edgerton, and Matthew T. Keough. "Are Some Subtypes of Video Gamer More at Risk for Gambling Issues? A Latent Class Analysis of a Canadian Sample of University Students." Journal of Gambling Issues 46 (February 18, 2021). http://dx.doi.org/10.4309/jgi.2021.46.11.
Full textAyandele, Olusola, Rotimi Oguntayo, and P. O. Olapegba. "Gambling Characteristics and Demographic Differences as Determinants of Attitudes Towards Gambling Among Youths in Lagos, Nigeria." Journal of Gambling Issues, no. 47 (March 8, 2021). http://dx.doi.org/10.4309/jgi.2021.47.10.
Full textPerronnet, Clémence. "Du côté des garçons : loisirs et construction de l’identité genrée à travers les sociabilités familiales et amicales masculines en milieux populaires." Enfances, Familles, Générations, no. 26 (March 14, 2017). http://dx.doi.org/10.7202/1041061ar.
Full textDissertations / Theses on the topic "Jeux vidéo – Différences entre genres"
Borkowski, Julien. "Des carrières esportives genrées ? Analyse du parcours des femmes dans l’esport à travers leur socialisation au jeu vidéo et à l’esport." Electronic Thesis or Diss., Rennes 2, 2025. http://www.theses.fr/2025REN20001.
Full textUnknown to the general population before the 2010s, esports has as a global phenomenon. Although the practice has become more widespread, women remain underrepresented in esports as players in competitions. While social and psychological constraints on women’s participation are identified in international literature, they often refer to a limited timeframe, failing to capture the broader spectrum of obstacles they face throughout their pathway. In this context, the objective of this work is to examine the paths of French esports players to identify any existing gender differences, as well as the various constraints that women players encounter concerning their involvement in a predominantly male environment. A mixed-methodology is employed to understand the construction of esports careers and the sustained engagement of women players in esports through three focal points: (1) their socialization into videogames and esports throughout their careers; (2) the sustaining of their commitment in light of the specificities of esports disciplines and the deeply amateur status of esports in France; and (3) the constraints they endure in the form of problematic behaviors throughout their careers. The results reveal deeply unequal social structures in esports, where women who manage to sustain their engagement demonstrate their “atypical” paths
Sarda, Elisa. "Les effets des jeux vidéo à contenu sexiste sur l'objectivation de la femme et sur les stéréotypes de genre." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAH026/document.
Full textIn our society, women are sexually objectified and are the target of sexist behaviors. Media and video games are a main channel of sexism and objectification of women. Several studies show that video game can impact players’ behavior. However the influence of sexist video games on negative perception of women is rather indefinite. In this thesis, we study the possible relationship between video games and the negative perception of women, to focus on its psychological mechanism. We argue that video games can work as a prime, activating in players’ memory some association between women and object, or some association between self-concept and masculinity, which in turn can increase negative perception of women. We also hypothesize that men, or players who highly identified with sexist game characters, are most impacted by sexist content of video games.In three studies we showed that there is an association between playing sexist video games and sexist attitudes, or women objectification. However we do not find that men are most impacted than women. Thus in other studies we test the moderating role of identification with sexist game character. In one study we show that players who highly identified with sexist game character associated more their self-concept with masculinity and gave more importance to women appearance rather than to her competence. In two other studies, we show that playing with sexist video game increases implicit associations of women with objects (especially for participants who highly identified with sexist game characters); however in the last study we do not replicate this result. Taken together, these studies show that regular video game playing is related to negative perception of women. Our results also suggest that identification plays a role in the impact of sexist video games and they encourage us to consider sexist content of video games as a prime that can make accessible some mental representations about one self or about women
Krupa, Frédérique. "Girl Games : gender, technology and design for women’s recruitment in Information and Communication Technology (ICT)?" Thesis, Paris 1, 2018. https://ecm.univ-paris1.fr/nuxeo/site/esupversions/dd3e6426-fd66-4db2-add5-56476ec75bf6.
Full textThis dissertation focuses on gender, design and technology through the artifact of video games — technology products of masculine engineering culture, and the gendered link between those that make video games (Production) and those that play them (Reception). My research examines a sector of the video game industry devoted to pre-adolescent girls, which 20 years ago was the site of feminist entrepreneurship hoping to remedy the gender imbalance in ICT (Information and Communication Technology). While parity has been achieved in media consumption, technological production firmly remains a masculine pursuit. This three-phase constructivist study begins with the personality preferences (MBTI) and sex-role orientation (BSRI) of women in game development, highlighting their exceptional resilience to gender stereotypes, and concludes with an ethnographic study of children playing independent, gender-neutral video games at an afterschool program in Paris. Using pragmatic semiotic epistemology, this dissertation argues that the belief-habits of negative gender and technology stereotypes are the principal roadblock to gender diversity in ICT – limiting the number of women willing to transgress gender norms into masculine professions and creating a self-fulfilling prophecy through parents’ gender-socialization that reifies the belief in masculine technological passion and skill while developing unequal gendered technological access and encouragement. The dissertation concludes with strategies for gender-neutralizing technology, including design heuristics for gender neutrality in children’s digital experiences
Maneuvrier, Hervieu Arthur. "Le sentiment de présence en réalité virtuelle : rôle modérateur des facteurs humains sur la performance." Thesis, Normandie, 2020. http://www.theses.fr/2020NORMC035.
Full textVirtual reality has emerged as a new paradigm for research and scientific applications. The ability of this technology to simulate complex custom-made situations offers researchers the opportunity to study behaviours with a laboratory methodological control and an ecological dimensions. The latter is made possible by the emergence of the feeling (or “sense”) of presence, the sensation of "being there", a phenomenon at the heart of in virtuo studies. The present work is part of a meth-odological and fundamental framework aimed at advancing the emergence of a body of knowledge on virtual reality and its sense of presence. The global understanding of the sense of presence remains very limited, especially with regard to its links with performance in virtual reality. Whether it is for diagnostic purposes or for the investigation of human behaviour, the question of the relationship between the sense of presence and performance is crucial: if presence promotes performance, for example by increasing scores during a neuropsychological test, it becomes a systematic bias inherent to the tool that must be controlled in any rigorous experiment. This ques-tion remains little studied in the literature, mostly because it is complexified by the interactions between a whole set of adjacent variables – gender, cybersickness, cognitive style, video game experience – but also because performance can take many different forms, making it particularly difficult to infer directional causality. In order to explore this question, the present work proposes three experiments on three different types of evaluation: executive functions, spatial cognition, semantic learning. The data collected in this way is also the object of transversal analyses de-signed to compare the experiments. Together, these results seem to suggest the existence of two components of virtual reality. The first, the cognitive profile, is made up of individual human factors interacting with system factors – notably the degree of integration of the task into the virtual envi-ronment – to build the second, the user experience. The sense of presence and performance, but also their relationship depends on the user experience. This model, presented in conclusion, is discussed with regard to different theoretical approaches to cognition, notably the ecological and computational theories. This discussion makes it possible to draw up a list of recommendations and perspectives for virtual reality users, including the possibilities of estimating a priori the user experience of an individual immersed in virtual reality