Dissertations / Theses on the topic 'Jeux vidéo et histoire'
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Blanchet, Alexis. "Les synergies entre cinéma et jeu vidéo : histoire, économie et théorie de l'adaptation vidéoludique." Thesis, Paris 10, 2009. http://www.theses.fr/2009PA100106.
Full textStudying relationships between cinema and video game shows that video game adaptations of movies is a major fact of this kind of synergies. Adaptation question the adaptability and evolution of fiction film worlds developed by the entertainment industry as “multimedia ranges”. This Phd aims to show how the process of diversification and industrialization in the fiction film takes place since the early 1970’s. The analysis of statistical data on video game adaptation of 469 movies since 1975 shows some production trends by the film industry on such synergies. Thus, with the widespread use of such simultaneous developments, the determinism of film narratives is often undermined or contradicted by the video game plots. Fictional worlds now appear as shifting and undefined as ever to audiences. The notion of quantum fiction aims to provide a framework of production and reception to the contemporary processes of industrialization and diversification of fiction
Goubault, Sébastien. "Le chien dans les jeux vidéo : Archéologie, filiation et développement d'une réalité virtuelle." Thesis, Lyon, 2018. http://www.theses.fr/2018LYSE3001/document.
Full textThe topic of this doctoral thesis are dogs. After the Tamagotchi phenomenon, the release of the video game Nintendogs in 2005 created a new animal: the “realistic” virtual dog. As a new leisure activity, video games represent today an internationally influential industry which is situated at a crossing point with popular art culture: comics, animation etc. More generally, the digital revolution our societies are currently witnessing shows the importance of monitor screens and of communication.The central question of this thesis is how these media have come to redefine our relationship to dogs and to influence our perception of animals in a completely new dimension. A large inventory of references of different media was used going from cinema to Gameboy via publicity, from literary classics to Panini sticker albums via comics, from oeuvres which are famous all over the world to oeuvres which are usually not considered as such. The numerous representations of dogs in these domains announce the advent of the virtual dog.In conclusion, our objective is to understand the history of the illusion of movement, of the relationship between books and virtual animals, i.e. to trace the archaeology of dogs in video games. To write a history of dogs in which reality and virtuality are no longer clearly separable
Grandjean, Guillaume. "Le langage du level design : analyse communicationnelle des structures et instances de médiation spatiales dans la série The Legend of Zelda (1986-2017)." Electronic Thesis or Diss., Université de Lorraine, 2020. http://www.theses.fr/2020LORR0143.
Full textThe aim of this work is the study of the constructed and represented spaces of video games. By testing the hypothesis of a form of “language” of level design, we shed light on the structural aspect of video game space, identifiable from one game to another within a “shared grammar”, but also its communicative value, as an instance of mediation between the game and the player. From a precise and detailed analysis of the way space is constructed and evolves in the series The Legend of Zelda (1986-2017), we formalize, classify and prioritize the different structures that make the repertoire of video game spatiality; then we highlight the mediation strategies implemented by games to facilitate the decoding of navigational information. We end up painting a diachronic portrait of the way this language is transformed, in particular concerning the question of navigation control, by mobilizing the notion-tool of “critical path” and its implications in a formal and communicative history of video games
Bazile, Julien. "Opération historiographique et game design de jeu vidéo : les sources historiques dans la conception de "Assassin’s Creed IV Black Flag" et "Assassin’s Creed Freedom Cry"." Electronic Thesis or Diss., Université de Lorraine, 2021. http://www.theses.fr/2021LORR0110.
Full textThis thesis studies videogame design as an « historiographical operation » (« opération historiographique »). It approaches a work of selection, appropriation and shaping of historical sources set within a « development environment circumscribed by specific determinations ». To study the conception of Assassin's Creed IV: Black Flag and Assassin’s Creed : Freedom Cry we use the concept of ludoformation. We anchor our research questions in both history and videogame studies. Our thesis supports that the designers’ documentation practices feed an « historiographical project » at the heart of videogame design, involving both a project of ludic mediation (communicating the object’s gameplay) and one of historical mediation (representing the past). We present in which cases the historical mediation serves the ludic mediation, that is to say, how representations of the past are used to communicate the game’s rules, objectives and mechanics. We then show how the ludic mediation serves the historical mediation, that is how designers, while summoning historical sources in the creative process, are adopting practices revealing of a critical distance as well as a reflexion on the specificity of the ludic engagement of the player’s engagement with the past
Walbrou, Sonny. "Pour une histoire critique au prisme des rapports du corps à la machine, entre le cinéma, jeu vidéo et culture spectaculaire fin-de-siècle : continuité critique, innervation, attraction." Thesis, Lille, 2018. http://www.theses.fr/2018LIL3H037.
Full textBetween past and present, between the turn-of-the-century spectacular culture, cinema and video games, our thesis explores the critical aspects of body-machine relationships understandings regarding Walter Benjamin’s concept of innervation. From a historiographical concept formulated within this work, i. e. “critical continuity” which consists in crafting permanencies though history, our purpose is to delineate an operating critic of the new media. From the concepts of innervation and critical continuity, we explore two defining “state of body” to draw resonances between past and present. One takes place at the turn of the century while the other takes place during the 1980’s. The former concerns the becoming-attraction of the machines circa 1900. Extending Tom Gunning’s concept, we understand such an attraction as a corporeal relationship between the spectator’s body and the machine. Through 1900’s visual and spectacular culture, we examine a recurring topos: the immobile voyage. We find and explore the critical topicality of such a topos up to present day as something that has never changed despite technical innovations. The latter state explores the transformations regarding the body-screen relationships in video game practice. We study a collection of representations appearing between the early 1980’s up to the middle of the 1990’s featuring another recurring topos: the screen crossed whether by the game’s universe whether by the player. These two topoi help us to conceive a critic of the new media on the very basis of novelty
Orain, Hugo. "Images et Révolution en mouvement : représentations fictionnelles de la Révolution française au cinéma, à la télévision et dans le jeu vidéo entre 2000 et 2020." Thesis, Rennes 2, 2022. http://www.theses.fr/2022REN20013.
Full textOur thesis questions the contemporary mythologies which transform our perception of the past, by nourishing a social imagination, and by colliding with historian narratives. For this, we studied 23 fictional representations of the French Revolution in cinema, television and video game, in France, between 2000 and 2020. The Revolution is a memorial object that persists largely thanks to fictions. Contemporary mythologies, such as the focus on the Terror and revolutionary violence, feed a dark vision of history, and oppose a positive republican memory. The fictions that we have analyzed are seen and played by millions of individuals, thus fictional narratives constitute a "parallel school" which competes with historical works. Until this day, no historical research has really been conducted on these issues. Our approach is unique because it is intermedia, that is to say that we have combined three media (cinema, television and video games), according to the idea that there is a media hybridization in design process. In this thesis, using sources of conception and reception (interviews, making-off, art work, reviews...), have deconstructed contemporary to understand mechanisms of representation of the past. Historians must bring fictions into their laboratory
Robert, Martine. "Vivre le passé au présent : Dimensions et valeurs de la forme du jeu vidéo au regard de l'épistémologie de la connaissance historique et de la simulation informatique." Thesis, Aix-Marseille, 2014. http://www.theses.fr/2014AIXM3051.
Full textHistory is the knowledge of men's life in the past. But the historian necessarily has a retrospective approach, in contradiction to life which is, by definition, forward-looking. In aiming to resolve this tension, historical knowledge involves the act of thought by which we act as if we were living in the era we seek to know. Acting "as if" we were living such and such an experience is playing. More specifically, the video game brings the player through representation in a particular universe whose consistency lies in the resistance and, on the other hand, the support it offers to the player's enterprises. The video game form is likely to allow the player to experience past times in the present. However, this specific form of representation has never been developed or used in a proper scholarly perspective, and it is far from being naturel for the historian to use it as the medium of development and transmission of knowledge. The epistemological review of its own resources leads us not only to question Ricoeur's position that narrative is the exclusive form of historical knowledge, but also to design a new kind of video game that allows us to experience ways of life of bygone societies ; the player's personal journey in this social space proceeds from interactions with non-player characters whose individuation process also results from the intertwining between enterprises of all characters in social relations which have historically defined forms
Di, Filippo Laurent. "Du mythe au jeu : approche anthropo-communicationnelle du Nord : des récits médiévaux scandinaves au MMORPG Age of Conan : Hyborian Adventures." Electronic Thesis or Diss., Université de Lorraine, 2016. http://www.theses.fr/2016LORR0213.
Full textA berserker rhinoceros, hordes of Vanir swarming upon Cimmeria, Ymir’s son imprisoned … references to the medieval scandinavian stories often designated as « Norse myths » are numerous in the massively multi-player online rôle playing game Age of Conan: Hyborian Adventures. But, how could elements coming from sources which are almost a thousand years old become parts of a contemporary videogame ? From this case study, the author of this work takes a more general interest in cultural phenomenons and their dynamics through their transmission, manifestation and appropriation processes. In order to do this, he leans on a qualitative and empirical research which articulates communication studies with scandinavian studies in order to build an anthropo-communicational approach, which is strongly influenced by Anthropology. This approach is based on a multi-layered methodology which includes linguistics, socio-historical method, long term participant observation and very long term information monitoring. It allows to observe that, from the medieval manuscripts to online video games, through american fantasy literature from the 1930’s, the significations which people give to past cultural ressources are always transformed and built according to the situation in which they are expressed. Such cultural dynamics fall within the heart of research questions about change and permanence and highlight the ways by which an imaginary of the common is built at the same time as it puts the work of the social actors at the center of the reflection
Di, Filippo Laurent. "Du mythe au jeu : approche anthropo-communicationnelle du Nord : des récits médiévaux scandinaves au MMORPG Age of Conan : Hyborian Adventures." Thesis, Université de Lorraine, 2016. http://www.theses.fr/2016LORR0213/document.
Full textA berserker rhinoceros, hordes of Vanir swarming upon Cimmeria, Ymir’s son imprisoned … references to the medieval scandinavian stories often designated as « Norse myths » are numerous in the massively multi-player online rôle playing game Age of Conan: Hyborian Adventures. But, how could elements coming from sources which are almost a thousand years old become parts of a contemporary videogame ? From this case study, the author of this work takes a more general interest in cultural phenomenons and their dynamics through their transmission, manifestation and appropriation processes. In order to do this, he leans on a qualitative and empirical research which articulates communication studies with scandinavian studies in order to build an anthropo-communicational approach, which is strongly influenced by Anthropology. This approach is based on a multi-layered methodology which includes linguistics, socio-historical method, long term participant observation and very long term information monitoring. It allows to observe that, from the medieval manuscripts to online video games, through american fantasy literature from the 1930’s, the significations which people give to past cultural ressources are always transformed and built according to the situation in which they are expressed. Such cultural dynamics fall within the heart of research questions about change and permanence and highlight the ways by which an imaginary of the common is built at the same time as it puts the work of the social actors at the center of the reflection
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
Yan, Chen. "Jeux vidéo multijoueurs ubiquitaires adaptatifs : principes de conception et architecture d'exécution." Paris, CNAM, 2007. http://www.theses.fr/2007CNAM0588.
Full textOne of the goals of mixed reality and ubiquitous computing technologies is to provide an adaptable and personal content at any time and any context. As a consequence user-centred design of the corresponding applications is required. The goal of this research is to develop new gameplays and new narration principles for MUG (Multiplayer Ubiquitous Game). We aim to formalize a narrative mechanism to generate events which can stimulate the user's physical numerous actions with the real world, and social communications with other players. Analysing numerous examples of general public applications, we first present a pattern to describe and identify the feedback relationship between the real word and the virtual world. We then analyse the notion of narration in games and the notion of user's model in information technology. Based on this analysis, a narration adaptative to the user's profile is proposed. The user model does not only take into account the knowledge of the user's states or behaviours, like in classical online gaming situations, but consider also the user's actions in augmented outdoor or mobile gaming environnements. Thus, the game narration mechanism can be responsive to this complex user model in considering the real world context. The last chapter of the thesis is devoted using oo the shell services available on geolocalized mobile phones
Denis, Guillaume. "Jeux vidéo éducatifs et motivation : application à l’enseignement du jazz." Paris, ENMP, 2006. http://www.theses.fr/2006ENMP1412.
Full textThis Ph. D. Thesis introduces what we believe to be the first musical educational video game: Pads’n’Swing. Indeed, even though video game have been raising concerns for years, their integration in the very fabric of society and the ever increasing breadth of their use pave the way to positive applications such as serious games, which rely on players’ interaction and social networking and the design and simulation of virtual worlds. Building upon this approach, we suggest to put fun at the forefront of a motivation-based pedagogy, the motto of which would be to spur learners’ interest by offering them the ability to use action schemas usually reserved to specialists. Our admittedly ambitious goal is to apply this idea to music: how far can we push the video game paradigm to make gamers eager to play and improvise jazz without being hindered by instrumental constraints? To answer this question, our thesis work offers the following contributions: (1) a state-of-the-art overview of the nascent field of educational and serious games; (2) the definition of gameplay design best practices based on motivation theories; (3) the application of this methodology to the design of Pads’n’Swing ; and (4) an experimental assessment of Pads’n’Swing, which exhibits the modalities of a specifically musical fun that can be experienced by most people
Tiercelin, Alexandre. "Les transgressions des normes de marché : le cas des consommatrices intensives de jeux vidéo." Rouen, 2013. http://www.theses.fr/2013ROUED008.
Full textThis PhD work aims at studying the transgressions of the male consumption rule of the video game market. After reviewing our theoretical framework by studying one’s link with the norm, deviant careers and questioning the gender, we chose to use as the primary method of data collection, the method of life stories. Once the methodology presented, we introduce our method of treatment, for the data we collected, namely a thematic analysis. This analysis, both manual and computer-aided (using nvivo) brings out a typology of Girl gamers : the “tomboy”, “the disguised player” and the “woman that plays”. After exposing these profiles, we present the process of deviant consumption and the importance of some social factors. We also present their practices ie a controlled consumption a. In the last chapter, we bring our results to a theoretical debate. We assume that Gamer girls are emancipated trough a market transgression so that their behaviors may therefore be part of an identity project, one of the Consumer Culture Theory research topics. Then, we consider reintroducing some structuralism into the concept of consumer fragmentation
Hogue, Julien-Pierre. "L'imaginaire du genre dans les jeux vidéo." Master's thesis, Université Laval, 2021. http://hdl.handle.net/20.500.11794/69484.
Full textThis study examines the social representations of gender in popular video games, with a special focus on the narrative role of the characters, the sexual division of labour in social imaginary, the intersectionality, the imagery of gendered bodies, and the personality traits. Consequently, the objective of this study can be illustrated by the following question: what is the state of social imaginary of gender in video games? Previous studies were not able to correctly tackle the complexity of the question, either because the data collection only considered video games superficially or the social scientist started with the assumption that the best way to understand representations of gender was to study the gamers themselves. The purpose of this study is to approach cultural productions in a direct and holistic fashion. This will allow the exploration of the current representations of gender in thegaming community, particularly the ones that seem normal or “natural” that can go unnoticed when using another method. Hence, 46 video games were considered and played wholly, which resulted in a total of 950 different characters that were studied. This study will allow a better understanding of gender in popular imaginary of video games, and to consider the challenge to reduce the inequalities between the sexes.
Denis, Guillaume. "Jeux vidéo éducatifs et motivation: application à l'enseignement du jazz." Phd thesis, École Nationale Supérieure des Mines de Paris, 2006. http://pastel.archives-ouvertes.fr/pastel-00002167.
Full textPeter, Christophe. ""Motricité virtuelle" et communication médiatisée : usages sociaux des jeux vidéo." Paris 5, 2007. http://www.theses.fr/2007PA05H010.
Full textWhy do young girls and adults play so little video games? Why have those virtual worlds taken so much importance in the socialization of young boys? Researches in sociology, media studies and studies on motricity provide us several tracks of explanations. We try to synthesize them in a new hypothesis. Playing video games can be considered as a special kind of computer-man communication (CMC). This virtual communication is mostly used to simulate high risk physical actions : the video gamer is confronted to a high informational uncertainty. In addition to that we have discovered a positive statistical relationship between the use of video games and the practice of uncertain sports in the real world. This leads us to propose a video games social uses model based on “virtual motricity”. This model is tested trough the analysis of four statistical inquiries based on more than 2. 500 people responses
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 textMauco, Olivier. "Jeux vidéo, problèmes publics, régulations privées : Histoire socio-politique des dispositifs de contrôle des contenus." Paris 1, 2012. http://www.theses.fr/2012PA010317.
Full textGaudy, Thomas. "Etude et développements de jeux vidéo sonores accessibles aux personnes aveugles." Paris, CNAM, 2008. http://www.theses.fr/2008CNAM0606.
Full textLes jeux vidéo excluent les personnes aveugles. Certains jeux sonores leur sont accessibles. Nous avons effectué un état de l’art des jeux sonores sous leurs différentes formes dans la première partie de cette thèse. Les jeux sonores souffrent d’une prise en main difficile. L’explication des règles par l’utilisation du langage n’est pas assez efficace et nuit au rythme de l’interaction. Nous nous demandons s’il est possible d’inclure un système non langagier permettant un démarrage rapide de la partie dans un jeu sonore accessible aux personnes non voyantes. La seconde partie constitue une réflexion théorique sur les qualités que doivent présenter les jeux pour permettre une prise en main rapide. Nous expliquons comment une personne devient joueur progressivement en suivant un processus d’apprentissage basé sur l’interaction. Il n’est pas nécessaire de fournir au joueur des informations explicites sur les règles du jeu mais il faut présenter à chaque étape un défi qui puisse être surmonté. Nous développons notre réflexion théorique en considérant les méthodes de communication audio non langagières telles que les « earcones » et les « icônes auditifs ». Nous considérons enfin les travaux de chercheurs qui préconisent de donner une orientation plutôt « musicale » à cette forme de communication non verbale. En troisième partie, nous tentons de répondre à notre problématique à l’aide de trois protocoles expérimentaux. En conclusion, nous proposons dans le cadre d’un jeu sonore de labyrinthe accessible aux personnes aveugles, un système d’apprentissage non langagier qui permet un démarrage rapide de la partie
Ammouche, Selim. "Énigme et énigmatique dans les jeux vidéo ˸ jouer avec le sens." Thesis, Sorbonne Paris Cité, 2019. http://www.theses.fr/2019USPCA007.
Full textEnigmas are one of the main obstacles of video games. If some genres require solving puzzles, most games also vary the challenges they face their player with by proposing problems to solve. If the confrontation against enemies or the crossing of platforms seem to be defined elements in video games studies, enigmas introduce a new problem. It is indeed a figure older than video gaming which presents itself through various forms and generates various effects. Faced with such a profusion, a study of video game enigmas should focus on the two poles of the problem: enigma as a figure – rupture it causes in the player's understanding of the game – and the enigmatic effect which, although without any formal enigma, instills a doubt as to the interpretation of the video game experience. On the one hand, a figural analysis of video games must be done while looking back at the evolution of the figure and the major questions (metaphor, mimesis) that it reformulates by operating in a specific way through video game apparatus. On the other hand, enigma and enigmatic and at the core of a consideration of videogame communication devoted to the effects of the game on the player, and also of a poetical consideration since one must reflect on the importance of the effectiveness and the creative force that the player seeking solutions conveys. The great enigmatic structures that develop through video games and can be found in enigmas (such as quest) will shed light on the understanding of the experience of meaning which is at the heart of these hermeneutic issues. While considering enigma as a figure, we draw attention to the fundamental communication matter that that the study of the video game discourse between the game and its player constitutes
Alvarez, Julian. "Du jeu vidéo au serious game : approches culturelle, pragmatique et formelle." Toulouse 2, 2007. http://www.theses.fr/2007TOU20077.
Full textThis thesis is situated on the border of the Computer Science and the Social Sciences. It concerns the conception of Serious Games and their use within the context of targeted learning. By a Serious Game we mean a computer application, whose initial intention is to combine coherently the serious aspects (Serious) in a neither exhaustive nor exclusive manner, with instruction, learning, communication or further on information, assorted with the playing aspect of Video Games (Game). A Serious Game is thus for us a way to integrate an educational scenario into a Video Game. Our questioning will lead us to see how this relationship will be realized. After having examined the principal mains of application of the Serious Game and having defined it, the study of this questioning is realized in three phases concerning the cultural, pragmatic and formal systems in accordance with the Game Designers Salen and Zimmerman. Thus the cultural system means a transversal approach. It is explored by the development of a Serious Games. We particularly try to understand the complexity and the multitude of parameters that come up at different levels during such a realization, during the phases of conception, production and use. The pragmatic system allows us subsequently to refocus our approach and study the game and educational aspects. The aim is to identify a form of pedagogy that takes into account the use of a Serious Game. The formal system, at last, leads us to close our field of investigation and focus on the Gameplay which according to Jean-Noël Portugal is a link between the learning and the Video Game. This leads us in particular to analyse within a computer context, some of the game rules and to conceive a classification of these games. Once this classification realized, we then compare the rules of the pedagogical screenplay and those of the Video Game. At this stage of this study we try to observe if Serious Game is a new kind of computer application offering its own characteristics, or if we are facing of Video Game
Sepchat, Alexis. "Jeux vidéo accessibles pour personnes en situation de handicap." Thesis, Tours, 2008. http://www.theses.fr/2008TOUR4045/document.
Full textComputer games are one of the main elements of the digital entertainment and there role is growing in our society of information and communication. Indeed, more than a play aspect, they are a notable social integration tool and a very good pedagogical tool. The disabled players’ access to the computer games’ universe is become an ethical, legal and financial issue. These works introduce the computer games accessibility outcome and propose to separate the associated problems into two clusters : the interaction ones and the level of difficulty ones. They also propose to solve these problems with auto adaptive artificial intelligence and thanks to multi modality. Finally, these works are a new contribution in support of the computer games accessibility. They propose some solutions to underline the feasibility of the integration of the computer games accessibility mechanisms in the bosom of the mainstream game universe
Djaouti, Damien. "Serious Game Design : considérations théoriques et techniques sur la création de jeux vidéo à vocation utilitaire." Toulouse 3, 2011. http://thesesups.ups-tlse.fr/1458/.
Full textNowadays, videogames are an important part of popular culture. Although videogames are most famous as leisure, the wave of " Serious Games " aims to use them for a wide range of serious purposes: teaching, communication, therapy, professional training, advertising, political propaganda. . . This thesis focuses on the design of such " Serious Games ". More specifically, we will try to identify means able to ease the creation of Serious Games. To achieve this goal, we will first concentrate on the analysis of means used to ease the creation of entertainment videogames. We will then try to evaluate how these means can be relevant to ease the creation of Serious Games. Through this process, we will specify the difference between the design of an entertainment videogame and a Serious Game. This research was conducted with the help of an industrial partnership involving three companies and institutions. The main contributions of this thesis are: -A global view of the " Serious Game " field through a corpus of 2218 titles. -An analysis of the " theoretical " tools able to ease the creation of videogames, backed with four case studies coming from our industrial partners. This study of the " theoretical " side of the Serious Game Design process will result in a synthetic methodology to create Serious Games. -An analysis of the " technical " tools able to ease the creation of videogames, based on a corpus of 400 software tools. This study will result in an open and collaborative database of videogame creation tools. -An evaluation of these " theoretical " and " technical " tools through a university course whose goal is to teach the basics of Game Design. This evaluation will point out several limitations in the available tools. This study will thus result in a specification of desired features for a tool able to ease the creation of Serious Games in an educational environment. -Two software experimentations aiming to create a tool embedding all the features listed in the previous specification. The first experiment failed to reach this goal, but the second one shows a promising mid-term result: this prototype tool was successfully used to create one of the Serious Games designed for our industrial partners
Mamas, Philippe. "Théorie des jeux et jeux expérimentaux : éléments d'histoire et d'épistémologie." Paris 1, 2001. http://www.theses.fr/2001PA010060.
Full textHock-Koon, Sébastien. "Apprendre ou ne pas apprendre : affordances et cadres de l'expérience du jeu vidéo." Paris 13, 2013. http://www.theses.fr/2013PA131018.
Full textThis research addresses the complex relationship between learning and video games, specifically through its object, theoretical tools, and method. The study focuses on adult learning through video games in which the time to learn the game is long. These games include some “great games” that take “a minute to learn and a lifetime to master. ” Two main theoretical tools are part of the research focus: Gibson’s affordances, which allow the addressing of action possibilities offered by the games’ properties to the players’ capacities, and Norman’s frames, which tackle the meaning given to the game and the activity by players. The research draws upon primary sources including interviews with experienced players, documentary data produced by practitioners, and a research diary from the author’s training to finish a “great game” with one credit. The interviews show several mechanisms relating video games and learning. The documentary data brings the designers’ point of view and pushes the mechanisms to their limit. The data analysis shows the importance of closure and ellipsis in the learning of a video game. Closure, in this instance, refers to the action of understanding a game as well as to the feeling that it has been understood. Ellipsis involves a player eluding some elements of the game and then being mistaken about how or why he or she was successful. The combination of these two elements leads to “elliptical closure” which causes the player to believe he or she has understood the game, albeit mistakenly. The author’s training to reach a high level of mastery has highlighted the possibility to successively break elliptical closure through an “elliptical learning” process
Dang, Kim Dung. "Aide à la réalisation de systèmes de pilotage de narration interactive : validation d'un scénario basée sur un modèle en logique linéaire." Phd thesis, Université de La Rochelle, 2013. http://tel.archives-ouvertes.fr/tel-01066720.
Full textSarda, 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
Bélanger-Gagnon, Jean-François. "La conjonction de la narrativité et de la performativité dans le jeu vidéo." Thesis, Université Laval, 2010. http://www.theses.ulaval.ca/2010/26894/26894.pdf.
Full textMurchison-Morand, Ian. "Grand Theft Auto IV : l'ultime destin-jeu de Justin et Martin : recherche-création autour de la problématique de l'écriture dramatique en lien avec le langage vidéoludique." Thesis, Université Laval, 2010. http://www.theses.ulaval.ca/2010/27157/27157.pdf.
Full textCayatte, 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
Bouchard, Marc-André. "L'influence de l'expertise aux jeux vidéo sur l'expressivité émotionnelle et l'expérience subjective des joueurs." Master's thesis, Université Laval, 2017. http://hdl.handle.net/20.500.11794/28059.
Full textMénard, Anne-Marie. "Questions de plaisirs et d'identité : étude de joueuses passionnées de jeux vidéo multijoueurs." Mémoire, Université de Sherbrooke, 2015. http://hdl.handle.net/11143/8153.
Full textBaczkowski, Sandy. "La contamination du cinéma américain contemporain par les jeux vidéo : convergence et divergences." Toulouse 2, 2004. http://www.theses.fr/2004TOU20051.
Full textThis thesis is about the crossbreeding of American contemporary cinema and videogames, mainly adventure videogames. We will try to understand in which way cinema can draw on the characteristics of videogames, that is how the boundaries between the two media are becoming more permeable, but we will also have a look at some crucial divergences between cinema and videogames. We will first examine the most obvious movements from games to films. Then we will look at two major points of departure: interactivity and narration. Finally, we will try to understand in which way spectators, and predominantly spectators who are also videogame players, consider these films. We will first examine how some films may stimulate the player lying in every spectator. Finally, we will have a look at the reception by spectators/players and non players of a film remediating videogames, Matrix
Salazar, Liliana. "Modélisation et analyse spatiale et temporelle des jeux vidéo basées sur les réseaux de Pétri." Paris, CNAM, 2004. http://www.theses.fr/2004CNAM0485.
Full textVideo games are studied from an analytical point of view. Our research work is strongly centred on the writing methodology currently used in industry. This original space-writing method is not formalized and the absence of specialized tools complicates its design process and analysis. We propose the application of formal techniques for definition of existing space-time relationships in the game scenario. The analysis is carried out in two interdependent phases taking into account the relationships between player's actions order and the game universe. Petri Nets are used to describe action sequencing. For game level topologic representation, we used hypergraphs. We have showed how our model allows analysis and validation of coherence for space-time relationships in game 1evels. As for design tools, we presented how this model can be integrated in the existing process of Game Design
Lelièvre, Edwige. "Des jeux de rôle en ligne tridimensionnels aux jeux à réalité alternée : expérience esthétique, création et expérimentation." Paris 8, 2012. http://octaviana.fr/document/181885379#?c=0&m=0&s=0&cv=0.
Full textVideo games have become a serious subject of study in digital arts. However, if this media has become more and more recognized as a piece of art, studies on his practice are still rare. Yet, the gaming experience seems really substantial. Particularly 3D online roleplaying game seem to propose a unique experience given the fact they generate a huge investment from the players. Some players can spend several hours a day, during several years on the same game. Thus, in online roleplaying games, relation between games and players is built like a long term relationship. Online roleplaying games created with interactive computer graphics seem to ask art field two questions. Do they make possible aesthetic experiences? And what can be those characteristics? We need to find in what these games encourage players to create, and what is their potential as a creation form for authors. We based our researchs on the analysis of player’s aesthetic experiment and creations, on the creation of an experimental online roleplaying game and on the creation of an alternate reality game crossed with a online roleplaying game systems. We will offer a new perspective on this type of game. Our researchs is aimed at showing the creative aspects of those games and the aesthetic experience they can provide. Our last goal is to help authors access this innovating support
Buseyne, Julien. "Jeu vidéo et traduction, étude d’une relation humain-machine." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLE001/document.
Full textSince it came into being in the beginning of the 970 decade, the video games industry made its way to the top of the entertainment industry. The translation of the product it delivered played an important part in this evolution, allowing some platform holders, developers and publishers to become worldwide actors. Video games are interactive technical artifacts. Their fabrication relies on both the coding of a software acting as a playable structure, and on artistic assets used to build its representation. Translators operating in such a context are confronted with a mesh of challenges that they need to overcome in order to successfully complete their task. This PhD thesis is a comprehensive study of the interaction between video games and translation, considered as a human-machine relationship. Unfortunately, the rules enforced by the industry regarding the protection of intellectual property, the complexity of the technical artifacts involved and the size of the productions are an impediment to any analysis. In order to remedy this situation, this study endeavors to analyze translation as a technical operation, performed on a type of artifacts, video games, while considering the digital technical system as an environment. Case studies complete this work. Its conclusion gives several leads for research and development, to be investigated in partnership with actors in the localization or video games industry
Synnaeve, Gabriel. "Programmation et apprentissage bayésien pour les jeux vidéo multi-joueurs, application à l'intelligence artificielle de jeux de stratégies temps-réel." Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00780635.
Full textGally, Michèle. "Rhétorique et histoire d'un genre, le jeu-parti à Arras." Lille 3 : ANRT, 1987. http://catalogue.bnf.fr/ark:/12148/cb37594754w.
Full textLavigne, Benjamin. "Le petit surhomme des jeux vidéo et la gamification du monde : sublimation de l'endoctrinement par l'interactivité ludique." Thesis, Université de Lorraine, 2020. http://www.theses.fr/2020LORR0142.
Full textBased on Nietzsche's philosophy and contemporary theory of game design we'll see the video game player as a superman : the video games as an easy way of emancipation, the superman for all. Then we explain the link between the superman of video games and the transhumanism, the cybernetics superman : the easiest pathway to become a superman. Faced with the increasing need to quantify, rationalize, regulate and govern the World, mankind found itself bound to archive an incommensurable amount of information. The resulting databases and their subsequent establishment of the World as a colossal dataset is made possible by ubiquitous computing powers. Various data types can be quantified, collected, stored and analyzed, might they be so at an individual level or at a larger population scale; e.g. academic and professional evaluation, political and social polls, or even the global economy. We will see that humans have grown fond of playing an indexing game of the World via the revolution of smartphones as a way to control it
Borderie, Joceran. "La quête du Team Flow dans les jeux vidéo coopératifs : apports conceptuels et méthodologiques." Thesis, Rennes 2, 2015. http://www.theses.fr/2015REN20015/document.
Full textRecent studies have explored social forms of the optimal experience (i.e. group flow and team flow). However, knowledge about these processes and ways to identify them, is very limited. Therefore, the present thesis aims, first, to define the team flow and its conceptual dimensions, and second, to create a new method to detect the different forms of flow through observation of players’ behavior and game replays. In this vein, three studies were carried out on different cooperative games (League of Legends, Resident Evil 5…) and revealed that: 1) team flow is a phenomenon qualitatively different from individual flow and therefore posseses unique conceptual dimensions; 2) positive interdependence and shared mental models seem to play a major role in the emergence of team flow. Positive interdependence links players in action and points them in a common direction. Mental models appear to allow players to build a shared organizational framework that promotes the emergence of an effective and smooth cooperation; 3) flow, team flow and group flow are mental states that seem to be possibly detectable by observing players’ behavior and their actions in the game. The joint outcomes of these studies help to define the optimum cooperative experience, its functioning, its specific characteristics compared to the individual version of flow, as well as ways to identify these mental states in real time. After discussing the main results of this thesis, we suggest research perspectives and applications beyond the scope of gaming
Poulin, Roxanne. "Prédiction de l'expérience plaisante en fonction de la performance, la difficulté et la familiarité au jeu en contexte de jeux vidéo." Master's thesis, Université Laval, 2018. http://hdl.handle.net/20.500.11794/30224.
Full textSoler-Benonie, Jessica. "Être et (re)devenir une gameuse de jeux vidéo : trajectoires, épreuves et tensions de genre en terrain vidéoludique." Thesis, Toulouse 2, 2019. http://www.theses.fr/2019TOU20055.
Full textVideo games play a major role in the landscape of cultural practices. They come in a variety of media and types of practices. As they are composed of multiple, but complementary aspects, game studies form a field of research like a real Rubik's cube. Before committing to solve it, we will examine the constitution of the puzzle that compose it, so this investigation can propose a different composition. Indeed, the object ‘video game’ remains deeply androcentric both at the level of the industry, in its way of thinking its audience and its game metrics, but also within the researches focused on video game practices : video games are immutably made by and for men. This thesis proposes to focus on the study of gender by focusing on the video game praxeology and its different spaces. It also enquires the most legitimized and valued criteria of expertise in the hierarchy of video game practices through a largely forgotten population in this context : females gamers. The aim is to comprehend this definition both through the trajectories of women who adopt this type of practice as through their daily material support. Being and (re) becoming a female videogame gamer has be maintained and goes through stages that this thesis proposes to detail. For these purposes, this research is based on a multi-situated empirical approach (interviews, observations and analysis of a critical body of work). It follows the video game practices in the various arenas where they are given to see and to play, from the private sphere to public spaces. These works highlight how gender is put in tension on a daily basis in the field of video games through the trials experienced and the places occupied by those who invest in a cultural practice dominated by men
Grellier, Delphine. "Les pratiques ludiques de simulation de rôles : reflet et trajet de l'esprit du temps : jeux de rôles, jeux vidéo de rôles et d'aventures, jeux de rôles en ligne massivement multijoueurs." Montpellier 3, 2008. http://www.theses.fr/2008MON30052.
Full textThis research presents an analysis of our times spirit, through the way of a contemporary illustration of the universal game practice. The sociological relevance of the study of the playful and its association with the principle of simulation is easily demonstrable, insofar as not only the playful and the simulation occupy a growing importance in the daily life of contemporary societies, but, besides, the association of these two principles knows an enhanced development, as the perpetual increase of the simulation games players population gives evidence of it. In this context, role simulation game practices – role-playing games, role and adventure videogames, and massively multiplayer online role playing games – appear as a favourable ground to the study of contemporary sociality through several aspects : playful practices, social representations, ways of socialization and contemporary imagination
Caquet, Anne-Laure. "Ludiciel, droit d'auteur et copyright." Paris 11, 1998. http://www.theses.fr/1998PA111013.
Full text+ droit d'auteur + and copyright are at the heart of the production and marketing of video games. Video games, at the time of production, are made up of several components each of which has its own distinct protection criteria. These criteria are ail the more difficult to enforce since creation and production techniques often overlap. Video games have no precise legal definition and have therefore an unsettled legal protection. In the united states, case law seems to be going towards a dual definition of computer program and audiovisual work. On the other hand, in france, the question is still disputed and controversial. Authors and producers/publishers disagree on the choice of definition, as well as on the methode of transfer of rights between authors and producers. This discord among authors and producers/publishers lessens in the marketing phase, so as to combat infringement, which constitutes substantial lost revenue for those involved in this sector. Information super-highways have multiplied the ways of using video games, but not without raising difficulties regarding control. This control can be achieved by determining which rights apply-and the limits of protection under copyrright law- before action is taken against infringement. A close examination of continental + droit d'auteur ; and american copyright makes it possible to resolve many of the uncertainties that make video games legally insecure. These two systems, which seemed to be very different, propose solutions from which both legal systems can draw useful lessons, without undermining the principles on which they are based. A few legislative changes or elaborated judicial decisions could correct these shortcomings
Lesage, Thierry. "Les jeux de paume et de raquette : filiations, logique interne et déterminants culturels." Paris 5, 2006. http://www.theses.fr/2006PA05H086.
Full textWith a view to shedding light on their kinship, palm and racket games are considered according to both a diachronic and synchronic approach, based on a corpus of 217 practices. By putting the subject under study in its socio-historical context, the diachronic view clearly shows the main thread that notably links the original palm game of the late Middle Ages to present day sports like tennis, table tennis, squash or pelota. The synchronic view. Which does not rely directly on time-related changes, shows the true nature of these practices through the analysis oftheir internal logic. In the context ofa comparative process between diachrony and synchrony, the study of conceptual tools specific to systematics of evolution sciences could prove itself worthwhile to give an account of the characteristic features of sporting games considered in a chronological way. While bearing in mmd the cultural determiners of changes and filiations
Allart, Thibault. "Apprentissage statistique sur données longitudinales de grande taille et applications au design des jeux vidéo." Thesis, Paris, CNAM, 2017. http://www.theses.fr/2017CNAM1136/document.
Full textThis thesis focuses on longitudinal time to event data possibly large along the following tree axes : number of individuals, observation frequency and number of covariates. We introduce a penalised estimator based on Cox complete likelihood with data driven weights. We introduce proximal optimization algorithms to efficiently fit models coefficients. We have implemented thoses methods in C++ and in the R package coxtv to allow everyone to analyse data sets bigger than RAM; using data streaming and online learning algorithms such that proximal stochastic gradient descent with adaptive learning rates. We illustrate performances on simulations and benchmark with existing models. Finally, we investigate the issue of video game design. We show that using our model on large datasets available in video game industry allows us to bring to light ways of improving the design of studied games. First we have a look at low level covariates, such as equipment choices through time and show that this model allows us to quantify the effect of each game elements, giving to designers ways to improve the game design. Finally, we show that the model can be used to extract more general design recommendations such as dificulty influence on player motivations
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
Beaudoin-Gagnon, Nicolas. "Entraînement d'un modèle supervisé pour la détection du plaisir en contexte de jeu vidéo à partir de signaux physiologiques et d'indices comportementaux." Master's thesis, Université Laval, 2020. http://hdl.handle.net/20.500.11794/66324.
Full textModeling the gaming experience is of considerable interest for designing adaptive video games. Adaptive video games use the emotional information contained in physiological signals and behavioral cues to personalize the video game experience,in order to generate an optimal gaming experience. With the purpose of modeling the gaming experience, this research project has focused on the detection of a player’s fun using physiological signals (electrocardiogram, electrodermal activity, respiratory activity and electromyogram) and behavioral cues (facial expressions,head movements and facial expressions and inputs from an Xbox controller). In this work, supervised machine learning models (SVM, Random Forest and kNN) were trained on a dataset built from the FUNii database, which contains the physiobehavioral data of 219 players spread over 362 game sessions of the Assassin’s Creed franchise. A method for creating fun classes from the fun factor, a tool for continuous annotation of fun, has also been proposed. The best model trained allowed to distinguish three classes of pleasure with an accuracy of 53, 5% on a test dataset, an improvement of 12, 5% compared to the best result obtained in previous works.
Bioulac-Rogier, Stéphanie. "Trouble déficit de l'attention/hyperactivité et nouvelles technologies de l'information et la communication : jeux vidéo, réalité virtuelle et performances." Paris 6, 2011. http://www.theses.fr/2011PA066653.
Full textLe, Hy Ronan. "Programmation et apprentissage bayésien de comportements pour des personnages synthétiques : applications aux personnages de jeux vidéos." Grenoble INPG, 2007. http://www.theses.fr/2007INPG0040.
Full textWe treat the problem of behaviours for autonomous characters (bots) in virtual worlds, with the example of video games. Our two essential objectives are : to reduce time and difficulty of behaviour development ; to give to the player a new possibility : teaching bots how to play. We propose a method to build behaviours based on Bayesian programming (a formalism to describe probabilist models). It lays on two innovations: a generic technique for definition of elementary tasks, called enhanced fusion by coherence; and a technique for sequencing these elementary tasks, called inverse programming. Ln contrast with classical approaches, this method allows to efficiently learn behaviours by demonstration