Tesis sobre el tema "Jeu de l’acteur au cinéma"
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Demange, Jacques. "L’acteur de cinéma à l’ère du numérique : jeu, représentation et conceptualisation". Thesis, Strasbourg, 2020. http://www.theses.fr/2020STRAC024.
What does it mean for an actor to play in front of a green background, to dialogue with a form of synthesis, or to see his gestures and movements scanned on a computer software? The digital revolution that began in cinema at the end of the 1970s and became a new standard from the early 1990s has undoubtedly changed the nature of its performers. These more or less marked modifications have had an influence on their acting and representation, but also on their relationship with the spectator. Methodology, aesthetics and mediatization are thus the three main axes called for by this doctoral thesis in film studies. Using numerous examples, we will try to identify what, within digital technologies, questions the technical, formal and media history of an essential figure in the cinematic apparatus. From the shot to the screen, from the stage to the set, from the revival of older artistic practices to the need to adapt to a new space-time, this study makes the actor the mirror of the mutations that continue to work on the very particular experience that the art of filmmaking gives us
Hachet, Elodie. "Totò. Des origines à l’original : La figure d’Antonio de Curtis dit « Totò » dans le cadre de la dramaturgie comique". Electronic Thesis or Diss., Paris 8, 2022. http://www.theses.fr/2022PA080005.
Antonio de Curtis, known as “Totò”, is considered one of the greatest actors of the 20th century, having aroused the admiration of major filmmakers of his time and of the public. A comic, burlesque, grotesque, sometimes provocative figure, but also light and sublime, the singular art of Totò was able to express itself both in cinema and in theater. This thesis of cinematographic studies is based on anthropological and historical elements in order to analyze the Totò phenomenon in all these dimensions. The study of the Neapolitan roots of the actor makes it possible to appreciate all the richness of Totò’s acting and gestures, exemplified in the first sketch of "L'Or de Naples" where he performs a pazzariello. This carnival theme is filled with analyzes of roles specifically linked to Neapolitan culture and, in this culture, of laughter, irony and derision. Indeed, these keys of reading and interpretation open up an understanding of the undoubted success of Totò with an audience that perceives all its subtlety
Johan, Virginie. "Du je au jeu de l’acteur : ethnoscénologie du Kutiyattam, théâtre épique indien". Thesis, Paris 3, 2014. http://www.theses.fr/2014PA030049.
Kutiyattam of Kerala is an epic theatre that interweaves drama and narrative, characterized by an acting technique wherein the performance of the central actor makes constant recourse to a distancing effect. This hypothesis – esthetic in nature while "epic" refers to Brecht – is demonstrated through a multidisciplinary, ethnoscenogical approach. Everything begins with a so-called "first performance" in which a child plays at being an Actor-character, and then becomes a storyteller. This ceremonial, which serves as a common thread throughout our study, contains "everything", i.e. all of the foundations and ingredients of the epic esthetic, which we go on to explain using the example of the Ramayana – one of the numerous ancient Sanskrit texts that Kutiyattam brings to the stage. Book I first proposes an ethnography of the Cakyar-masters of Kutiyattam (first part), emphasizing their unique skills. It then analyses the training that underpin the codification of the actor’s body, demonstrating the challenge of being an actor in itself, before even assuming a character/persona (second part). Book II is dedicated to the performances. It begins by examining the texts (third part) of the five Ramayana cycles that are performed in the temples: five acts in Sanskrit into which are interwoven narratives in Malayalam, written in performers’ acting manuals. Taken together, these texts form a unified repertoire characterised by iterative embedded structures that interlock the principles of stop-in-time, change in point of view and flash-back. The acting (fourth part) enhances this dramaturgy. The performer who has multiple functions – character, storyteller, dancer, and director – juggles these principles, especially when he enters into the "substitution" process, a role-play that engenders striking effects of simultaneity. The annexes (Book III) contain the additional analyses (annex I) and the texts (annex II) and audiovisual materials (3 DVD-DLs with booklets) related to the performances. The thesis itself, including the montage of the films, is structured in such a way that it reflects the dramaturgy of Kutiyattam, and notably its use of stop-in-time. Note : Titles, summaries and keywords appearing in the dissertation contain accents, which, because of technical reasons, could not be reproduced here
Lombi, Émily. "Le jeu de l’acteur. Le modèle meyerholdien et les pratiques d’Eugenio Barba". Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCA071.
At the dawn of the 20th century, Russian stage director Vsevolod Meyerhold fruitfully reflected on theatre and particularly on acting. The translation of this reformer’s writings in Western Europe enabled contemporany stage director Eugenio Barba to revisit its depths and reconsider its heritage. Thus this thesis aims to show how the Meyerholdian approach to acting can be used as a reference for Eugenio Barba’s current practices. Despite the years that separate the two individuals, comparing them will allow us to identify the similarities and differences in their processes. These two theatre scholars have kept on questioning acting, especially through their interests in various traditions, such as commedia dell’arte, masks or other Asian sources. We will analyze how each of them used those sources to draw necessary principles to enrich acting (through movement, gesture, body, voice, diction). It will be interesting to understand the impact of such an acting revival and to see in which perspective it helps give an identity to their theatre
Munger, Alexandra. "L'horreur comparée: jeu vidéo et cinéma". Mémoire, Université de Sherbrooke, 2014. http://hdl.handle.net/11143/5860.
Ho, Ai-Cheng. "Application du Taiji quan au jeu de l’acteur : conception et mise en pratique d’un training créatif". Electronic Thesis or Diss., Bourgogne Franche-Comté, 2022. http://www.theses.fr/2022UBFCC033.
My PhD research explores how Taiji quan can be applied as a valued tool to enhance the actor’s “creative self-awareness” and integrate it into the actor’s training. Taiji quan, a prominent practice in Chinese culture that fuses external exercise and internal technique, aims to coordinate and unify body and mind. Specially, I examine how the psychophysical technique of Taiji quan allows the actor to transfer his body-and-mind status to a higher level to increase his “scenic presence”, to maintain a “gap” between himself and his role to create universal emotions, and develop his perception with the outer world. In this way, I present how the actor elevates his consciousness to superior levels during the acting process and how the corporeal training of Taiji quan facilitates this transformation.The study aims to explore the diverse technique of Taiji quan in cultivating the actor’s consciousness through in-depth interviews, analysis of performances, the researcher’s practical experiences in theatre and Taiji quan, and experimental research with actors and theatre students. The study also endeavors to introduce this traditional practice into the domain of modern psychophysical acting, to develop a method that fuses Eastern and Western performance methodologies and enables actors to apply the technique to improve acting
Perron, Bernard. "La spectature prise au jeu, la narration, la cognition et le jeu dans le cinéma narratif". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/nq26715.pdf.
Fougeras, Nathalie. "Persona et jeu dans les cinématiques numériques". Paris 8, 2007. http://www.theses.fr/2007PA082796.
This research addresses the relationship between what we call “persona” and the notion of “play” in digital cinematics : a “persona-play“. It aims at introducing this relationship some specific dynamics in digital cinematics. Namely, it shows how animation, that is the way a character is set in motion pictures, develops a play that implies a certain type of scenarization of the character-image, or, differently, an interactive manipulation, controlling the image-character. The notion of “mask to be played” is implied by the term of “persona“, emphasizing the dimension what is referred to as a “puppet play”. The interactive “persona-play” develops a “puppet play“ that emphasizes the dynamics of the real-time manipulation of a virtual character, be it directly manipulated on a screen or through sensors installed on the body of a performer. Each play is then the occasion of an expression of a tension within a scenario, considered as a dramatic writing “persona-play“
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.
Studying 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
Pignarre, Florence. "La place du réel dans l’incarnation imaginaire de l’acteur de théâtre : Approches phénoménologiques du jeu d’acteur chez Husserl, Sartre et Merleau-Ponty". Rouen, 2013. http://www.theses.fr/2013ROUEL020.
This research aims at highlighting the fact that the actor’s performance can be understood as an imaginary embodiment: the actor creates an image – the image of the part played – with his body. The expression “imaginary embodiment” describes the act in which the body of the actor becomes an image, takes leave of his or her reality in the part he or she plays. The flesh of the part, which is an imaginary flesh, is also a real flesh because it can only appears thanks to the real and positive contribution of the actor’s body. That it why it can be thought of as a “mixed version” of both fiction and reality. That is why it can be thought of as a “mixed version” of both fiction and reality. This research presents the phenomenological descriptions of the actor’s roleplaying as proposed by Edmund Husserl, Jean-Paul Sartre and Maurice Merleau-Ponty. It also exposes the philosophical context of the descriptions and examines the place (the importance ceded to) that they give to imagination, body and perception in this experience. The study of plays allow to give depth and precision to some of the descriptions of these authors
Miras, José-Louis de. "Entre cinéma et jeu vidéo : la fiction actable : sur les traces d'une forme filmique interactive en devenir". Thesis, Bordeaux 3, 2020. http://www.theses.fr/2020BOR30030.
Interactive cinema, playable movies, interactive movies: all these denominations are the demonstrations of attempts to define a cinema where the spectator would have the possibility to interact with the narration by choosing alternatives. In this kind of cinema, the spectator is able to correct and modify the narration proceeding, because of the consequences of his choices. Since its creation in 1967, interactive cinema has not stopped searching for a stable form to define itself. Throughout the years, it has respectively taken the shape respectively of cinema, Internet and finally video games. This latter seems to have been the more stable form and has been for several years. Interactive cinema is, therefore, a promising interactive filmic form to be. This thesis leads us on its traces, bounding the lines and outlines and so highlights a marginal object which shows the transformations of the field of cinema. By establishing the story of interactive cinema, we will try to understand how this complex phenomenon, which is out of the traditional field of artistic disciplines, could have an effect on the convergence between cinema and video games. It is also question of studying how the interactive narration deploys itself and how it makes the spect-actor participate; to wonder about its viability in this current context, about the creation’s conditions of such works, and finally, to highlights the sociocultural stakes of this object registered in an artistic landscape where convergence media has become a common thing
Curchod, Olivier. "La méthode Renoir en question (I) : la stratégie du personnage dans La règle du jeu". Paris 3, 2002. http://www.theses.fr/2002PA030055.
Among the landmark films in the history of cinema, Jean Renoir's The Rules of the Game (1939) is not a masterpiece like the others : during the 1950s ans 1960s, working methods known to be atypical of its director were taken as a model by the proponents of the birth of modern cinema. This thesis undertakes to contest this claim by returning to the sources of the creative mechanisms of a film that is undeniably out of the ordinary. The angle of approach retained here bears on the progressive elaboration of a shifting network of character creation, examined from the point of view of the dramaturgical organisation of the film as well as the casting of the roles (principal and secondary. By means of this approach, there are numerous beliefs associated with " Renoir method " (mistrust of the scenario, provocative casting decisions, improvisation. . . ) wich are revisited in the light of a number of documents from the period. Besides its contribution to the reconfiguration of our knowledge of a key film and a key filmmaker, this thesis attempts to test a new method for the systematic investigation of certain components of cinematographic creation
Mariet-Lesnard, Vanessa. "Diables et diableries dans le Jeu d’Adam et les mystères de la Passion du XVe siècle : naissance et individuation". Thesis, Paris 4, 2009. http://www.theses.fr/2009PA040204.
The authors of the Passion plays on religious subject want to show the biblical scenario to the medieval audiences. It consists of representing the confrontation between Good and Evil whose main stake remains Man.If the Scriptures offer to their authors all the iconic material of the theatrical characters of the Christlike sphere,the Devil remains an entity with blurred outlines, a theological profile. What is at stake for the authors of thePassion Plays is to build the Devil and its stooges so that they can act on the stage: the magnification, therewriting and the poetics of those “theological playwrights” offer a birth to the theatrical Devil.From work to work, out of any consideration about the evolution of the genre, the diabolic charactergrows and multiplies to the point of appearing under numerous individualized faces: those of the « maisnieinfernale ». Endowed with a new body language, body movements, and language; the devils swept into thestage to act in and on the Passion Plays.The possibility which is offered to the devils of being the servants of the Christian Message as much as beinggenuine dramatic and paradramatic actors contribute to their individuation. This individuation, even partlyartificial, comes entirely true in the diabolic laughter. Whether it is a grating laugh or whether it acts as a kind ofrelease, the laugh provoked by the Passion Plays is always the result of the diabolic amusement.We can then consider that the amusing aspect of the great Passion Plays is worked out in the course ofthe diabolic development it offers. Above all, we can imagine that the dramatic, gestural and comical germswhich were born with those devils bloom even after the end of the representation of the Passion Plays in otherworks but in other periods too
Damour, Christophe. "Naturel et codification dans le jeu de l'acteur américain au cinéma : la persistance du geste conventionnel (1948-1967)". Paris 1, 2007. http://www.theses.fr/2007PA010622.
Benoist, Sophie. "Johnny Depp : de l'art de la métamorphose à l'art du paradoxe". Thesis, Paris 3, 2011. http://www.theses.fr/2011PA030121.
From Wes Craven’s A Nightmare on Elm Street (1984) to Rob Marshall’s Pirates of theCarribean: On Stranger Tides (2011), Johnny Depp has built one of the most original andeclectic careers in the history of American film acting. As early as his first two big roles hehas exhibited a strong sense of artistic ethic from which he has rarely departed. In JohnWaters’ Cry-Baby (1989), he exaggerated each gesture, each facial expression. The followingyear, he starkly impersonated Tim Burton’s half machine, half human Edward Scissorhands.Since his debut, the characters played by Depp rarely escaped this transformative urge,which draws inspiration from various aesthetic sources and culminates in the skilful use ofboth underplay and overplay. Depp creates new forms of artistic expression by merging andharmonising these two opposing styles
Poggioli, Anne. "La révolution de l'acteur au XXe siècle : quel acteur pour quelles fables ? : le jeu masqué, du théâtre au cinéma". Paris 7, 2012. http://www.theses.fr/2012PA070100.
At the end of the nineteenth century and beginning of the twentieth, a spirit of rebuilding went hand in hand with the crisis of performance that shook the arts to their core. Theater — age-old art — and cinema — nascent art — were responsible for the revolution in acting, bringing it into modem times. Four great Russian masters — Stanislavski, Meyerhold, Vakhtangov and Michael Chekhov — decided on a reformulation of theatrical poetics, such that the spiritual, social and political meaning of the stage focused on the actor. It was out of the theoretical works authored by these pioneers, who were quickly joined by other thinkers, that emerged the conception of a new acting style, which we have decided to refer to as mask acting, in reference to its origins. Indeed, this new style draws its language and its codification from the art of the mask, even if the mask itself is no longer used. The analysis of certain classic films that have left their mark on the history of cinema shows that mask acting is present both on the screen and on the stage. The film actor is the heir to this revolution, but he also (and paradoxically) acts as a generating force for it. By studying the birth and the evolution of mask acting and by placing it in parallel and in comparison with psychological acting, this thesis brings to the fore the important issues that art maintains with society. The interpretation reveals something about the story, and the juxtaposition of the theoretical texts with the actual presence of actors on the screen allows us to shed light on the philosophical and political impact of acting on that of the story
Salagean, Claudia Sandra. "Enfants des ténèbres : "Gothic wanderers, outcasts and rebels" dans la littérature, au cinéma, dans le jeu vidéo et dans le manga". Thesis, Pau, 2016. http://www.theses.fr/2016PAUU1013/document.
What is the link between young wild vampires in New Orleans, a frankensteinian creature with scissors for hands, Alice fighting the Red Queen in a twisted Wonderland and a japanese version of a fallen angel named Cain ? Darkness, rebellion and youth seem to converge in the same stream. The purpose of this thesis is not only to recall that Goth subculture is still fashionable but also to discuss on the dark culture transmedia and transculturalism in four different medias. Divided in four chapters, this study analyses the importance of the first « modern » vampire, Bram Stoker's Dracula's in the coming-up of the vampire outcast in Anne Rice's Vampire Lestat and Poppy Z Brite's Lost Souls. The second chapter focuses on the creature in Tim Burton's movie Edward Scissorhands which presents an original conception while dealing with Mary Shelley's Frankenstein at the same time. The third chapter analyses American McGee's personal vision of Lewis Carroll's Alice in Wonderland in the video games American McGee's Alice and Alice Madness Returns. The last chapter explores Yuki Kaori's Cain Goth manga series
Balso, André. "Robert RYAN ou la fureur souterraine : jeu d'acteur d'une "non-star" hollywoodienne". Thesis, Normandie, 2018. http://www.theses.fr/2018NORMC008/document.
Robert Ryan (1909-1973) was one of those actors who never became a movie star. However, he was not completely in the shadow of his famous contemporaries. Celebrated for his part in Edward Dmytryk’s Crossfire (1947), he was this "non-star" actor playing neurotic, violent, affirmative and disorientated film noir characters, but he was not only that. If he has been forgotten today, like most actors of his kind, he nevertheless made seventy-three movies, sometimes directed by filmmakers such as Jean Renoir, Nicholas Ray, Anthony Mann, Max Ophuls or Fritz Lang, and he also had a career in theatre and television. Through the description of some of his roles, by analyzing the peculiarity of his acting style, and trying to place him within the aesthetic history of American cinema, the following text deals with one of those underrated "Hollywood standby", that were vital to the craft of American cinema
Mouren, Yannick. "L'art du récit chez François Truffaut : essai de narratologie appliquée à quelques films de Truffaut". Paris 1, 1990. http://www.theses.fr/1990PA010622.
The purpose of this dissertation is dual : theoretical, on the one hand, analytical on the other hand. It deals with theory in so far as it aims at explaining how a film tells a story, as well as analysis since the validity of the theoretical concepts will be checked within the study of a corpus composed of a few films by Truffaut. The reason which prevailed in choosing this director is that he is both "narrative" in the classical sense and aware of what telling a story through images and sound implies. The premise to the theoretical part of this work lies in the distinction between four levels within the very notion of "narrative": the narrative, the story, the narration and the diegesis. The working of the film narrative can be accounted for thanks to the relating of these four elements. This relating is achieved through seven distinct approaches; the first three of them are subsumed by the concept of time (i. E. Order, speed, frequency) followed by the degree of reality of images, the conveying fo speeches, the control of narrative information and the concept of enunciation. For each of these categories, the point is to state all the possible theoretical choices and which options Truffaut is partial to. There is no denying that this work is greatly indebted to genette's figures iii ; thus, one cannot but hope it will be a move forward in the field of film narratology and of Truffaut studies
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.
Between 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
Leca, Bernard. "Façonner les règles du jeu : la mise en place par un entrepreneur institutionnel d'un changement radical dans un champ fortement structuré". Thesis, Lille 1, 2008. http://www.theses.fr/2008LIL12016/document.
This research investigates the implementation by an organization and the diffusion of a change into practices that contradicts the existing uses and values un a highly structured organizational field. This work intends to contribute to the existing research on institutional entrepreneurs. More specifically, two research questions are investigated: Why do sorne actors act as institutional entrepreneurs to promote a radical institutional change and others not? How do institutional entrepreneurs implement a radical change without the support of the field dominant coalition' members? The empirical research is a longitudinal study documenting the implementation of the unlimited access card among the Parisian movies theatres. Results suggest that the reasons leading actors to become institutional entrepreneurs involve not only their interests but also their values. They also suggest that wh en institutional entrepreneurs are placed in situations where they can not secure a strong support in the field, they will look for such support outside the field, thus leading to study the articulation between the organizational field and larger societal levels
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.
Our 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
Lolivret, Astrid. "Acteurs de théâtre, acteurs de cinéma : de Gérard Philipe à Isabelle Huppert". Thesis, Paris 3, 2014. http://www.theses.fr/2014PA030065.
Considering two deliberately selected figureheads of the theatre and of the cinema, Gérard Philipe and Isabelle Huppert, the purpose is not to draw up a general speech, or a theory on the actor, but rather to rely on their tracks and try to analyze the main media interviews attempting to unveil their personality and expectations amidst major historical events : on one hand, the end of World War 2 with a devastated France in pursuit of a new inspiring spirit that will be embodied by Gérard Philipe, and, on the other hand, (the students' revolution of) May 1968 with drastic changes in standards of behaviour that will lead to the coming of "The New Wave".The challenge was to compare an actor, who left us half a century ago, with a contemporary actress. Their great professional maturity proved to be the determining factor towards their ideal.Their personal research appears through the evolution of their career and undoubtedly leaves a media echo that can be linked to the mythological dimension of the actor.The question is to analyze and compare to try and understand how their personality, characterizing their way of acting, between reserve and self giving, intuition and reflection, allowed them, throughout their life, to play one part after the other, alternately for the theatre and the cinema
Livecchi, Nicolas. "Le jeu d'acteur chez l'enfant et l'adolescent : de "L'Argent de poche" à "L'Esquive", le cinéma contemporain dans les pas de Steven Spielberg et de Jacques Doillon". Paris 1, 2008. http://www.theses.fr/2008PA010537.
Chantoiseau, Jean-Baptiste. "Déjouer la transgression : du dandysme au terrorisme des images littéraires, plastiques et cinématographiques". Thesis, Paris 3, 2011. http://www.theses.fr/2011PA030133.
Artistic portrayals of transgression in the 20th and 21st centuries often present a violent, macabre spectacle. Its intensity would appear to simultaneously attest to a "death wish" (Freud, 1920) and forge a link between eroticism and death as depicted by Georges Bataille. Thwarting such "transgression terrorism", which exhausts both the work and the spectator, is an invitation to unmask the conformism and falsification involved in such endeavours. At the opposite extreme to these approaches exist other manners of envisaging transgression in art that seek to use it as an occasion for in-depth questioning or to shatter certitudes. This "transgression dandyism" involves intensive formal work. Analysis of a vast corpus, at once literary (Wilde, Barbey d’Aurevilly, Bataille, Genet…), plastic (Blake, Cocteau…) and cinematographic, reveals an array of strategies aiming to play on, confront or transcend transgression. Only on examination of the particularities of these artistic universes do singular trajectories with antithetical goals become manifest: whereas for one creative mind the emergence of transgression occasionally presents a problem (Bresson), for another the drama resides in the impossibility of escaping it (Lynch). On closer scrutiny, the secret of aesthetics and ethics in contemporary works might be elucidated by observing the fate reserved for limits and taboos. That the central role in any authentic transgressive approach is no longer played by a hypothetical "death wish" but by incest is also tenable
Murchison-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.
Oliveira, da Silva Sôniá Maria. "L’invention de la scène. Analyse de la théâtralité dans « L’année dernière à Marienbad »". Thesis, Paris 3, 2009. http://www.theses.fr/2009PA030026.
This thesis aims at studying the film theatricality. It analyzes the film Last year to Marienbad [Alain Resnais and Alain Robbe-Grillet, on 1961] by hoping to encircle both main levels of theatricalities which determine the cinematic stage. First of all, the film theatricality can be delivered to the spectator through the implementation of technical theatre artifice on the screen but also by the fake appearance of the filmic environment. First of all, the film theatricality offered to the spectator by the transposition of the technical theatre artifice on the screen but also by fake appearance of the filmic environment. We shall see at first the technical and aesthetic elementary contributions of the theater [dramaturgy, entered laterals, fixedness of the shot of other] in the cinema. We shall speak about a primary theatricality.Then, we shall approach the secondary theatricality, the specific shape of film theatricality, process which evokes the foundation of a playing area through which actors to the theater. In the cinema, this playing area becomes that of the character. The secondary theatricality so exceeds the primary inheritance of the theater in the cinema. It is about a higher level of theatricality, appearing at the moments prégnants of the film, a cut was operated by the play of the characters. Registering the stage in another topographic order, this theatricality precipitates the film into a altered temporal dimension and can be so organized through various levels of the fantasizing of the characters
Besbes, Fehmi. "Improvisation et dramaturgie, l’« Improturgie » en Tunisie : poïétique de l’œuvre en devenir à l’exemple d’Otages par le Théâtre organique". Thesis, Paris 10, 2014. http://www.theses.fr/2014PA100132.
The subject of this study is to investigate the place of improvisation in the Tunisian theatrical creation since its inception, as it appears in many paratheatrical forms (such as el-fedawi, the solo storyteller, Jha, the wise joker, underground theatre, etc.), until nowadays. The focus is laid on the organic relationship between improvisation and dramatic art in Tunisian theatrical formation and creation throughout the last decades. The concept of "improturgie", which spans the whole dissertation, accounts for a poietic which is specific to particular playwrights such as Ezzeddine GANNOUN and Fadhel JAÏBI, and consists of making a play by drawing on the work on stage in the search for a playwrighting which reflects the historical, cultural, social, ideological and political context of the play. In the absence of a dramatic directory, "improturgie" appears not only as a catalyst towards a militant drama – fighting against state imperialism and all forms of fundamentalism – but also as a research laboratory for more novel theatrical forms in the Arab and Muslim worlds
Mérard, Aurélien. "La figure du posthumain : pour une approche transmédiale". Thesis, Bordeaux 3, 2018. http://www.theses.fr/2018BOR30048/document.
This work focus on the study of the posthuman figures. It is based on a transmedial and transnational corpus. It seeks to answer two key questions : can we expose, through the posthuman figure, the desires and the anguishes of this still rising millennium’s man ? How the posthuman thought experiment, set into motion by the fiction, challenge the very concept of humanity ? As a first step, this work emphasizes on the links that exist between posthumanity and this homogeneous and reccuring, in our fictions, territory that Antonio Negri and Micharl Hardt call Empire. Then, it’s interested in the plasticity of the posthuman bodies and minds, in the way that their numerous avatars expand through time as well as the reasons that underlie this extreme plasticity. Lastly, he tries to show that the posthuman do not fall into a dramatic new imagination, but that it proceeds, in fact, of the reordering or the reconfiguration of a anthropological imagination already well rooted in the collective unconscious
Pilote, François. "Le jeu dans La bête lumineuse de Pierre Perrault : jeu de paroles et de mémoire?" Mémoire, 2013. http://www.archipel.uqam.ca/5521/1/M12882.pdf.
Morin-Simard, Andréane. "L'interférence musicale au cinéma, à la télévision et dans le jeu vidéo". Thèse, 2014. http://hdl.handle.net/1866/11628.
Given the pervasiveness of popular music in the contemporary media landscape, it is not unusual to find the same song in multiple soundtracks. Based on theories of intertextuality and communication, this thesis seeks to define the relationship which develops between two or more narrative and / or interactive works that share the same song, and to understand the effects of such recontextualizations on the spectator’s and gamer’s experience. The first chapter reviews the narrative and ludic functions of music with a summary of major works on film, television and video game music. The second chapter questions the notion of reference in the context of repeated uses of the same popular song. The concept of musical interference is proposed using different variations on the term « interference » derived from the works of Michel Serres, Sébastien Babeux and Philip Tagg. The theoretical framework is applied to the analysis of the media trajectories of two songs in chapters three and four. Finally, the complex relationships between works incorporating the same song to their narrative are illustrated with the figure of the network.
Gagné-Dumais, Charlotte. "Le corps de l'acteur au cinéma et au théâtre : vers une conception du corps intermédial. Recherche-création sur la médiation du cinéma et du théâtre à travers la figure de l’acteur". Thèse, 2017. http://hdl.handle.net/1866/20168.
Picard, Martin. "Pour une esthétique du cinéma transludique : figures du jeu vidéo et de l'animation dans le cinéma d'effets visuels du tournant du XXIe siècle". Thèse, 2009. http://hdl.handle.net/1866/3735.
This thesis proposes an analysis between cinema and video games from an interdisciplinary standpoint to demonstrate the remediation of video games’ narrative structures and forms in visual effects-driven films of the early twenty-first century. More specifically, the thesis focuses on the analysis of three major figures of video games and animation films in The Matrix trilogy (Larry and Andy Wachowski, 1999-2003), Avalon (Mamoru Oshii, 2001) and Kung Fu Hustle (Stephen Chow, 2004). The first section of the thesis is a theoretical framework in which the aesthetic parameters of visual effects-driven films and video games are introduced. Some preliminary thoughts on the aesthetics of visual effects-driven films are first outlined before presenting the main transmedial relationships between cinema and video game. Then, it is the transludic cinema which is defined as the term derives from the unique synergy between cinema and video game. Since transludic cinema specifically concerns the remediation of the aesthetics of video games in contemporary cinema, the grounds of an aesthetics of video game are established. In the second section, the figures and subfigures at the heart of this thesis are developed, and then applied to an analysis of the films. The first figure to be discussed is the motif of exploration, where I analyze the significance of this figure in the video game design and science-fiction films narratives, and the meaning of navigation as a spatio-temporal experience in virtual worlds. Then, I demonstrate the use of the recurring figure of the game level in the contemporary hybrid cinema, which structures the narrative as much as the representational image. Finally, the figure of metamorphosis, an essential characteristic of animation, is being studied to highlight the importance of this figure in digital films. I also explain the transformation of the image that affects the transludic film, an image qualified as an “image-frontière”.
Bonmati-Mullins, Charlotte. "De l’espace de jeu au temps du joueur : une épistémologie engagée du jeu en général, et du jeu vidéo en particulier". Thèse, 2016. http://hdl.handle.net/1866/18736.
La constitution du jeu en objet de science et l’institutionnalisation du jeu vidéo font en sorte d’évincer l’essence, et donc le sens du sujet qu’elles entendent définir. L’objet jeu et l’espace de la représentation ludique ont pris le pas sur l’expérience du jouer. Le phénomène jeu reste un objet subjectif: en définissant l’objet, on minimise cette dimension subjective et ses variables expérientielles, et tout particulièrement le temps et le mouvement. En s’appuyant sur des théories pluridisciplinaires telles que la phénoménologie, la sémiologie et la linguistique cognitive, ce mémoire cherche à réhabiliter le temps, le joueur et l’expérience vécue du jouer. Le premier chapitre examine l’ambiguïté du mot jeu, qui renvoie à la fois à l’objet jeu et à l’activité jouer, et interroge la primauté du game sur le play au sein des études du jeu. Le deuxième chapitre questionne la conception dualiste du jeu, telle que véhiculée par le modèle du cercle magique, qui oppose le jeu au réel. Le chapitre trois propose la métaphore conceptuelle du temps suspendu dans l’espace afin d’expliquer d’une part, le rôle structurant de l’espace dans le processus cognitif, et d’autre part la surenchère spatiale des discours vidéoludiques. Finalement, il s’agit de tenir et de maintenir l’équilibre dynamique entre la structure du game et l’expérience du play, et de souligner l’importance de l’unité espace-temps.
The game constitution as an object of science and the institutionalization of the video game oust the essence, and therefore the meaning of the subject they intend to define. The game itself and its playful representation took precedence over the experience of the player. The game phenomenon remains a subjective object: when defining the object, this subjective dimension and its experiential variables are subjectively minimized, especially time and movement. Based on multidisciplinary theories such as phenomenology, semiotics and cognitive linguistics, this paper seeks to rehabilitate the time, the player and the experience of playing. The first chapter examines the ambiguity of the word game, which refers to both the object and the game playing activity, and questions the primacy of game over play in the game studies. The second chapter questions the dualistic conception of game, as conveyed by the magic circle model, which opposes gaming to reality. Chapter three provides the conceptual metaphor of time suspended in space to explain firstly, the structuring role of space in the cognitive process, and also the spatial outbid of the video game discourse. Finally, it is about holding and maintaining the dynamic balance between the gaming structure and the experience of playing, and stress the importance of space-time unity.
Lavigne, Francis. "Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo". Thèse, 2017. http://hdl.handle.net/1866/20172.
Dor, Simon. "La stratégie comme processus cognitif dans le jeu vidéo StarCraft". Thèse, 2010. http://hdl.handle.net/1866/4638.
This thesis offers an analysis of the Real-Time Strategy game StarCraft (Blizzard Entertainment, 1998). Its goal is to explore beyond the visible and audible part of the game to elucidate the concept of strategy into play. Following a description of the game and its constraints, it demonstrates how strategy plays a major role within the skills needed to play. Then, our “heuristic circle of the strategic process” describes how strategy works as a cognitive process, and how it interacts with both the game states inferred by the player and his or her strategic plans. Finally, this model and its underlying concepts are supported by close analyses of StarCraft game sequences.
Pour respecter les droits d’auteur, la version électronique de ce mémoire a été dépouillée de ses documents visuels et audio‐visuels. La version intégrale du mémoire a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal.
Belthoise, Anouck. "Interface utilisateur dans le jeu vidéo : étude de l’immersion et de la transparence". Thèse, 2018. http://hdl.handle.net/1866/22038.
Maheux, Frédérick. "La représentation du métro dans le jeu vidéo d'horreur : désorientation, angoisse et terreur". Thèse, 2014. http://hdl.handle.net/1866/11131.
This master thesis studies video games‘ spatiality and the ludic adaptation of real locations. It focuses on one specific location, the subway, and on its representation in the horror genre. The research is structured by three levels of adaptation : systemic, sociohistorical and technological. Based on examples of games compared with the reality of the subway, those three levels of adaptation enable at once an exploration of the impact of the virtual location on the gaming experience and of the external influences on the game design.
Brien, Janie. "Analyse ludique de la franchise Saw". Thèse, 2012. http://hdl.handle.net/1866/9747.
The Saw saga is a franchise that marked the horror film industry in the 2000’s. This report will try and give a thorough and detailled study while using the idea of a game. At the same time taking a cursory glance at contemporary horror films and observing how the critics were received by studying different articles. This assignment will in majority analyse the Saw saga using a recreational approach of movies in general as well as the one adopted by Bernard Perron. This study will be elaborated on a "diegetique" and "spectatoriel" level – the goal being to show the importance that games occupy in this film series.
Bernard, Jérémie. "Jouer le Gouverneur : analyse du rapport émotionnel au système dans le jeu vidéo de gestion". Thèse, 2017. http://hdl.handle.net/1866/20157.
Melançon, Benoit. "La prévisualisation comme activité ludique : jouer à faire un film". Thesis, 2020. http://hdl.handle.net/1866/24796.
La prévisualisation cinématographique, c’est-à-dire la mise en forme visuelle du scénario visant à préciser le film à venir, constitue une pratique dont les origines remontent aux débuts du cinéma. À travers le prisme ludique, notre thèse propose que la récente transition des outils traditionnels de prévisualisation vers des dispositifs numériques apparentés aux technologies vidéoludiques transforme cette préparation visuelle en l’apparentant sur plusieurs points à un jeu, voire à un jouet. Nos recherches portent sur la démarche créative du réalisateur, et comment l’exercice de son imagination mène à la fabrication d’un simulacre du film par le biais d’une dynamique itérative et de différents supports propres à représenter l’œuvre envisagée. Cette démarche est étudiée principalement dans le cadre de longs métrages impliquant une part substantielle d’effets visuels, un corpus particulièrement susceptible d’impliquer des stratégies élaborées de préparation logistique ou créative. À la suite d’un résumé historique impliquant une typologie des formes de prévisualisation et l’identification de variables propices à orienter les analyses subséquentes, notre thèse présente les notions d’imagination et d’attitude ludique, et précise comment ces ancrages théoriques sont utilisés pour mieux définir les aspects de la conception du film qui s’apparente au jeu. Par la suite, et au moyen d’une étude de cas impliquant un jeu vidéo remédié en un outil de machinima, elle détaille l’élaboration de la double figure dite « jeu de construction/jouet à construire » propre à représenter la nature et la dynamique de la prévisualisation selon un point de vue ludique. Nos recherches examinent ensuite les différents contextes de la production cinématographique quant à leur pertinence à l’exercice de la préparation visuelle par le réalisateur, tout en déterminant les aspects de la fabrication du film qui échappent à une telle mise en forme, lorsque réalisée au moyen des dispositifs conventionnels. À la lumière de cet examen, notre thèse propose l’émergence d’un nouvel espace de jeu, déployé transversalement à la chaine de production traditionnelle, et susceptible de favoriser la pratique d’une prévisualisation d’inspiration ludique qui répond de manière satisfaisante aux principales lacunes préalablement relevées.
Film previsualization (or previs), that is to say the visual formatting of the scenario aimed at anticipating the film to come, constitutes a practice whose origins date back to early cinema. According to a lusory perspective, our thesis proposes that the recent transition from traditional previs tools to digital devices involving videogame technologies transforms visual preparation by making it more similar to a game, or eventually to a toy. Our thesis focuses on the creative approach of the director, more specifically the process of imagination and how it leads to the design of a simulacrum of the film through an iterative method while using a variety of media fit to represent the intended work. This approach takes place mainly in the context of feature films involving a substantial part of visual effects, a corpus particularly likely to involve elaborate strategies relating to logistical or creative preparation. Following a historical background, a typology of the main forms of previsualization and the identification of variables suited to guide subsequent analysis, both notions of imagination and lusory attitude are studied in order to better define the aspects of film creation that relate to play and game. Afterwards, our thesis details the twin figure of the “construction game” and the “toy to build” representing the nature and dynamics of previsualization from a lusory perspective. This will be achieved by means of a case study involving a videogame remedied as a machinima tool. Our thesis then examines the different contexts of film production as to their relevance to previsualization practices performed by the director, while exposing the aspects of filmmaking that elude such practices when carried out by means of traditional devices. In the light of this examination, our thesis suggests the emergence of a new context of play, deployed transversally to the traditional production chain, and likely to favor the practice of a lusory-inspired previsualization that addresses in a successful way some of the shortcomings previously listed.
Dor, Simon. "Repenser l’histoire de la jouabilité : l’émergence du jeu de stratégie en temps réel". Thèse, 2015. http://hdl.handle.net/1866/13964.
This thesis is a reflection on the stakes of a history of the real-time strategy (RTS) genre. The goal is to understand contexts in which RTS makes sense to historicize its emergence and its classical period. It seeks to document, on the one hand, the crystallization of RTS as an object having a relatively stable form and as a precise and identified corpus and, on the other hand, the emergence of classical RTS gameplay figures. The first part of this thesis describes the object of this research in order to understand the complexity of the words “strategy” and “strategy games.” The second part puts in place the epistemological thinking by showing how gameplay can be taken into account in a history of video games. It defines the gameplay paradigm concept as a discursive formation to regroup actional statements as a logical unit that is not necessarily equivalent to a genre. The third part maps the emergence of the genre from wargames in the 1970s to multiplayer games of the following decade. Two gameplay paradigms are distinguished and will form the classical RTS: the paradigm of decryption and the paradigm of prediction. The last part explains the role of classical RTS by showing how these two paradigms coexist as two different game modes that offer fundamentally different gameplay experiences.
Ravenelle, Christopher. "La « Ludo-simulation » : étude de la simulation comme matière créative dans la construction d’un jeu de survie". Thesis, 2020. http://hdl.handle.net/1866/25091.
This master thesis aims to study the survival game genre through the prism of the simulation. Most of the computer games published today present atypical game structures with a tendency to liberate the player from any prescribed constraint for the benefit of a more expressive play. Minecraft (Mojang, 2010) is a prime example not explicitly offering “modalities of play” to the player, confronting most of the more traditional ludic forms, like game or sport, in which objectives are usually more convenient to determine. This tendency of games to develop complex agencies without necessarily prescribing an associated “must do” is the basis of several ongoing questions. Imposing a simulation perspective for the benefit of game studies makes possible to answer several of these questions by focusing research attention on the broader “modalities of doing” rather than on the prescriptions of uses which tend more and more to disappear. The objective of this work is to reflect on the contributions of simulation in a corpus of six survival games in order to study the crossing between game and simulation to understand how a game perspective increases the creativity of a simulation which, in turn, increases the practicable complexity of the game. In order to achieve this, we first develop the necessary theoretical foundation to tackle the question of simulation. Then, an exposition of survival in games is offered in chapter 2 in order to fully understand how the subject is modelled inside the medium. Our methodological presentation in chapter 3 aims to develop a descriptive introduction of the results and an interpretative analysis of the survival of the corpus in chapter 4. The objective of this work is to advance two new concepts for video game studies: Ludic-simulation as a research posture and the Videogame survivalist as a player posture. These two concepts are further defined in chapters 1 and 2 and questioned in chapter 4.
Ray, Jean-Charles. "Les systèmes de la peur : approche transmédiatique de l'horreur dans la littérature et le jeu vidéo". Thèse, 2017. http://hdl.handle.net/1866/20482.
Croteau, Stéphanie. "Pour un cinéma du «réel» : les films de fiction de Jean-Pierre et Luc Dardenne". Thèse, 2012. http://hdl.handle.net/1866/8418.
This master's thesis focuses on five fiction films directed by Jean-Pierre and Luc Dardenne: La promesse (1996), Rosetta (1999), Le fils (2002), L’enfant (2005) and Le silence de Lorna (2008). This research aims to analyze the problem of “the real” through these five films, arguing that although the real can’t be represented (Jacques Lacan), it can be targeted — and expressed — through the cinematic apparatus of the Dardenne. In the first chapter, we explain how the films of Jean-Pierre and Luc Dardenne deploy a new fictionality that blurs the boundaries between document and fiction. In the second chapter, we place the Dardenne’s approach in the context of modern cinema and analyze the aesthetic aspects that set out the problem of the real in their cinema. The third chapter is dedicated to the Dardennian actor, a proper "body character" (Gilles Deleuze), who also participates in the expression of the non obvious character of the real.
Thériault, Pascale. "L’héroïne d’action dans le jeu vidéo et ses représentations de personnages féminins : une figure et ses variations". Thèse, 2016. http://hdl.handle.net/1866/18750.
This master thesis focuses on the action heroine trope in video games. The video game culture, which glorifies militarized masculinity, tends to sexualize female characters and to neglect the preferences of female players by targeting men and boys. The action heroine trope is born from the desire to include women in the video game culture. These female protagonists are often sexualized, such as the famous Lara Croft, but they also have a subversive potential by invading a traditional masculine space. This master thesis analyzes a few characters that are modeled and reshaped on the action heroine trope.
Martin, Ambrune. "Du son et de la musique à la concrétion sonore : structuration audio du conflit en jeu vidéo". Thesis, 2020. http://hdl.handle.net/1866/25089.
This dissertation is the result of research in ludomusicology, game studies and cinema studies. It is an exploration of sound in the context of a conflict situation present in a video game. We apprehend the sound construction of the conflict situation, characterized by a fight between a playable character and an antagonist. We propose the following questions: how is sound constructed in a video game conflict situation? What does this construction bring to the player? By studying the cinema and then animation, we consider sound in its audio-visual structure, linked to a moving image. It quickly appears that the sound in relation to the image has functions that allow the listener-spectator to apprehend, even amplify both the story and the emotions. Through cognitivism, we then transpose these functions to video games, taking into account the paradigm of playability. By focusing on the player, we start from his listening attitudes to suggest the construction of a sound concretion, a set of sounds and music inherent to any audio-visual situation. It is no longer a question of separating sounds, music and noises, but rather of prioritizing them according to the player's needs, which are determined by the gaming situation. A case study allows us to explain the sound concretion. Finally, we specify the stakes related to sound concretion in the context of the conflict situation. It appears through our research that sound, noises and music have functions that depend less on their structure than on the entire sound assembly. Many examples will present sound layers with multiple functions. Music and sound can be both an aid and a hindrance to playability. Production techniques (volume, spatialization, sound complexity) allow the player to prioritize the sound concretion to enjoy a better audio-visual experience.
Poirier, Alexandre. "De héros à zéro: réflexions sur les manifestations et les effets de la faiblesse dans le jeu vidéo". Thèse, 2017. http://hdl.handle.net/1866/20035.
Arsenault, Dominic. "Des typologies mécaniques à l'expérience esthétique : fonctions et mutations du genre dans le jeu vidéo". Thèse, 2011. http://hdl.handle.net/1866/5873.
This thesis provides an in-depth examination of the nature and application of the concept of genre for the video game. It is divided in three parts. Part one features an overview of genre theory in literature and film studies. The essential properties of genre as a concept are identified: it is an intuitive and “thumbnail” classification method, discursive rather than systemic in nature, and that owes its existence to a common cultural consensus rather than theoretical divisions. More importantly, the notions of tradition, innovation and hybridity are found to be central to genre. In part two, these findings are applied to the case of video game genre. A few typologies are examined to show that authoritative classifications are impossible. A model of the development of genres is laid out, based on three modalities: imitation, reiteration and innovation. By studying the history of the first-person shooter, the traditional conception of genre being based on formal mechanics is replaced by a new definition centered on player experience. Part three details experience as a theoretical concept and places it at the center of a new conception of genre, the pragmatics of generic effects. In this view, any object is a matrix of generic anchors bound to become generic effects, provided the player possesses the generic competences required to recognize them. This new approach is demonstrated through an examination of the survival-horror videogame genre. This case study showcases the potential of the pragmatics of generic effects for other fields, and provides a testimony for the recursion of the questions of genre between the video game, literature, and film.
Montembeault, Hugo. "De la réception filmique à la participation ludique : prolégomènes d’une étude sur l’énonciation vidéoludique". Thèse, 2014. http://hdl.handle.net/1866/11611.
This master thesis studies the communicative and interactional dynamics between a gamer and a game system through the theories of film enunciation and cognition. By analyzing first-person survival horror video games, the purpose is to conceptualize a heuristic spiral of enunciation following the theoretical frame of the Magic Cycle (Arsenault and Perron, 2009). It will be explained that the self-reflexive nature of “game mark” (marque de jeu) and “gameplay mark” (marque de jouabilité) serve to assigned a relationships between an enunciative formulation (textual, verbal, visual, auditory or procedural), the contextual details, and an agent of enunciation. This methodology aim to analyze the gamer’s cognitive negotiation of the immediacy-hypermediacy value through the setting of “linking relations” (rapport de liaison) and “unlinking relations” (rapport de déliaison). This will explained how the gamer produced meaning from some “ludics propositions” and “ludodiegetics propostitions” in order to proceed with the cognitive mapping of interactional attitudes. It will be discuss that through the process of “performative attuning” (mise en phase performative) and “meta-systemic ludic attuning” (mise en phase méta-systémique ludique), these propositions are then introduced as immersive vector. Depending on the vector’s immediacy-hypermediacy value, the gamer’s experience oscillates on an immersive continuum which polarized a systemic experience and a diegetic experience.