Academic literature on the topic 'Jeux vidéo – Orientation professionnelle'
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Journal articles on the topic "Jeux vidéo – Orientation professionnelle"
Cicchelli, Vincenzo, and Sylvie Octobre. "Goûts et imaginaires cosmopolites : les cultures juvéniles et globalisation." Comunicação Mídia e Consumo 14, no. 40 (August 22, 2017): 129. http://dx.doi.org/10.18568/cmc.v14i40.1304.
Full textDufour, Magali, Sylvie R. Gagnon, Louise Nadeau, Andrée-Anne Légaré, and Émélie Laverdière. "Portrait Clinique des Adolescents en Traitement Pour une Utilisation Problématique d’Internet." Canadian Journal of Psychiatry 64, no. 2 (October 2, 2018): 136–44. http://dx.doi.org/10.1177/0706743718800698.
Full textZogmal, Marianne, and Laurent Filliettaz. "La discrète mise en visibilité des objets apprenables : le cas du jeu de rôle dans la formation professionnelle des infirmiers et infirmières en Suisse." Recherches en éducation 58 (2025). https://doi.org/10.4000/13l6g.
Full textCharvolin, Florian, and Émilie Kohlmann. "Les relations numériques à la nature : une sociabilité à repenser." Natures Sciences Sociétés, 2022. http://dx.doi.org/10.1051/nss/2022028.
Full textDissertations / Theses on the topic "Jeux vidéo – Orientation professionnelle"
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
Martin, Lydia. "De l’activité virtuelle à l’activité réelle : ressources et empêchements à la créativité de cadres formés au management d’équipe avec un serious gaming." Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1009/document.
Full textThis thesis speaks about the creativity and conformity in serious gaming and the link with real work situations of executives. To explore this link, we conducted a training program using an army helicopter flight simulator that had been redesigned to train executives in teamwork. The study was conducted over two years in 16 game sessions with 44 volunteer participants from the same company. The research analyzed the gap between prescribed and real work. In English, contrary to French, there are two words for games: "play" and "game". Winnicott (1971) is inclined more towards spontaneously developed games (play), rather than on games organized and defined according to precise rules (game). He considers "play" to be a transitional space. This transitional space is a third area, a paradoxical space, because it is situated between the interior and exterior of the player. It is a space of development where creativity is dominant. Understanding what takes place in this intermediate space is essential to explore the relationship between serious gaming and real work: a space in which group dynamics can enhance or inhibit individual creativity. From observation and analyses of game sessions and associated interviews, we identified several instances of creativity during the game and afterwards at work, including: reorganization of the work, exchanging roles, negotiating the length of games, and virtual empowerment leading to real-world decision-making. Then, we analyzed what prevented the executives from entering this intermediate area and from "play" with the equipment: the "pursuit of excellence", the temporal pressure, the corporate culture, equipment limitations, self-consciousness, and competitiveness. Furthermore, most participants were concerned that their competence as managers was being evaluated and they self-evaluated their skills. Afterwards, we analyzed the contention that lack of deliberation before executing the game prescriptions. Our research demonstrates that suspension of reflection allows freeing itself from possible value conflicts and guilt when the prescriptions lead to performing "dirty work" (that is, to commit morally or ethically questionable acts). At a minimum, we observe that executives see themselves acting in situ and become aware of the impact of their transmitters' role in communication with the team. Executives use this experience to revitalize their thinking about professional practice, which thus becomes a tool to gain a different view of their managers’ role
Duval, Yohan. "Création automatisée de Scénarios de Formation pour l'enseignement d'activités métier dans un environnement informatique modulaire." Thesis, Toulouse, INSA, 2017. http://www.theses.fr/2017ISAT0004/document.
Full textThe work carried out during this PhD thesis is related to a common issue these days: offering new training methods to adapt to the evolution of our society and to the new available technologies. Our study focuses on the necessity of training professional activities which take place in various domains (health, automotive, aeronautics, etc.), and which are becoming more and more complex. Nowadays, there are tools that are adapted to the training of activities involving interactions with objects from the real word (serious games), and there are other tools that are suitable for training activities which only involve the use of one or several business software applications (software tutorials). However, there are no fitting tools for training activities which involve both types of operation. In this manuscript, we first describe the work we performed to bring an answer to this problematic. After having studied the respective features of serious games and software tutorials, we formalize the training tool that we have designed to homogenize the use of these two application categories in a unique computer environment. We then introduce two notions. The first one is the notion of Training Environment, which stands for the environment in which trainees will progress to accomplish the different lessons being available through the tool. In a complementary manner, we define the notion of Training Scenario, which precisely is the formal description of one lesson in the Training Environment, with all its components: activities to be performed, pedagogical elements, and playful elements.However, the implementation of such a tool is a very complex task for trainers which often do not have the required computing expertise. This observation comes in contradiction with the fact that these very trainers must be involved in the development process, because they are the ones who own the professional expertise and the pedagogical expertise associated with the activities to be trained. Thus, the study of methods and environments easing the creation of such tools represent a second research axis for this thesis. After having analyzed a set of textual and graphical languages, we first propose a Domain Specific Modeling Language allowing the description of our Training Scenarios. Second, we introduce the associated representation which, thanks to several graphical entities well-defined, allows trainers to describe their own scenarios in line with their skills and expertise. Last, we present the authoring tool that allows to ease the scenario description task for trainers, thanks to various features which aim at automating the process and promoting reutilization. These concepts shape the global methodology that we propose in this manuscript to make training scenarios creation in trainers reach.Finally, these works are illustrated through the implementation of various applications which aims at putting into practice our contributions in the industrial context of automotive diagnostic. We then present and evaluate the corresponding training tool and authoring tool which together assure a complete and plausible industrial process, from the training scenario description to its execution
Guardiola, Emmanuel. "Méthode de game design pour la création d’un profil psychologique du joueur." Electronic Thesis or Diss., Paris, CNAM, 2014. http://www.theses.fr/2014CNAM0900.
Full textCan we track psychological player’s traits or profile through gameplay or, at least, when the player is engaged in a ludic experience? We propose a game design methodology dedicated to the generation of psychological profile of the player. The main experimentation, a vocational guidance game, was created with academic experts and industrial game developpers. The first results set the basis of the exploration of a field at the crossover of computer sciences, in particular game design, psychology and cognitive sciences
Guardiola, Emmanuel. "Méthode de game design pour la création d’un profil psychologique du joueur." Thesis, Paris, CNAM, 2014. http://www.theses.fr/2014CNAM0900/document.
Full textCan we track psychological player’s traits or profile through gameplay or, at least, when the player is engaged in a ludic experience? We propose a game design methodology dedicated to the generation of psychological profile of the player. The main experimentation, a vocational guidance game, was created with academic experts and industrial game developpers. The first results set the basis of the exploration of a field at the crossover of computer sciences, in particular game design, psychology and cognitive sciences
Lamontagne, Mario. "L'influence des jeux de rôles en techniques policières sur l'engagement de l'élève par rapport à ses cours." Thèse, 1996. http://constellation.uqac.ca/1158/1/1525769.pdf.
Full textBooks on the topic "Jeux vidéo – Orientation professionnelle"
Alex, Dunne, and Berg Tor, eds. Game developer's marketplace. Albany, NY: Coriolis Group Books, 1998.
Find full textLangham, Josephine. Lights, camera, action!: Careers in film, television, and video. London: BFI, 1993.
Find full textLimbert, Allman Paul, ed. Exploring careers in video and digital video. New York: Rosen Pub. Group, 1998.
Find full textArt and Science of Game Design: A Video Game Designer's Manual. Taylor & Francis Group, 2020.
Find full textBook chapters on the topic "Jeux vidéo – Orientation professionnelle"
Blanchet, Alexis. "La catégorie émergente de « jeu vidéo » dans les revues foraines et la presse professionnelle d’automatique de divertissement (1973–1981)." In Lire les magazines de jeux vidéo, 133–40. Presses universitaires de Liège, 2022. http://dx.doi.org/10.4000/books.pulg.25877.
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