Letteratura scientifica selezionata sul tema "Création jeu vidéo"
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Articoli di riviste sul tema "Création jeu vidéo"
Rouet, François. "La création dans l'industrie du jeu vidéo". Culture Etudes 1, n. 1 (2009): 1. http://dx.doi.org/10.3917/cule.091.0001.
Testo completoLewis, Francois, e Patrick Plante. "Création et évaluation d’un prototype de jeu sérieux dédié à l’amélioration de la lecture chez les enfants présentant des symptômes de dyslexie". Médiations et médiatisations 1, n. 1 (10 ottobre 2018): 72–88. http://dx.doi.org/10.52358/mm.v1i1.58.
Testo completoCadieux, Stéphanie. "Collections de jeux dans les bibliothèques collégiales et universitaires". Documentation et bibliothèques 56, n. 3 (11 marzo 2015): 113–19. http://dx.doi.org/10.7202/1029122ar.
Testo completoCossin, Isabelle. "Motion Capture – Jeu Vidéo – Machinima : "une nouvelle manière d’être au monde ?"". Figures de l'Art. Revue d'études esthétiques 26, n. 1 (2014): 335–48. http://dx.doi.org/10.3406/fdart.2014.1647.
Testo completoParmentier, Guy, e Vincent Mangematin. "Innovation et création dans le jeu vidéo. Comment concilier exploration et exploitation?" Revue française de gestion 35, n. 191 (23 febbraio 2009): 71–87. http://dx.doi.org/10.3166/rfg.191.71-87.
Testo completoMallet, Eric, Geneviève Jacquinot e Ghislaine Azémard. "Entre création et commerce : comment naît et se fabrique un jeu vidéo ?" MédiaMorphoses 3, n. 1 (2001): 31–38. http://dx.doi.org/10.3406/memor.2001.2439.
Testo completoAngers, Nathalie, Étienne Roy e Dominic Gagné. "Tour 360 et jeu d’évasion : réalité virtuelle dans Moodle". Médiations et médiatisations, n. 15 (28 giugno 2023): 160–74. http://dx.doi.org/10.52358/mm.vi15.353.
Testo completoGiroux, Amélie. "L’édition critique d’un texte fondateur : La Sagouine d’Antonine Maillet". Études, n. 20-21 (10 luglio 2012): 149–66. http://dx.doi.org/10.7202/1010386ar.
Testo completoBalzerani, Margherita. "Déjouer le jeu. Réappropriation et détournement de l'univers de jeux vidéo dans la création contemporaine". L'Évolution Psychiatrique 71, n. 3 (luglio 2006): 559–71. http://dx.doi.org/10.1016/j.evopsy.2006.06.007.
Testo completoBaychelier, Guillaume. "French Horror : penser l’image vidéoludique par l’horreur". ALTERNATIVE FRANCOPHONE 2, n. 8 (15 gennaio 2021): 7–27. http://dx.doi.org/10.29173/af29417.
Testo completoTesi sul tema "Création jeu vidéo"
Vigneau, Chloé. "Apprendre par la création de jeu vidéo : propositions pour la conception et la production de templates à visée pédagogique". Electronic Thesis or Diss., Paris, HESAM, 2024. http://www.theses.fr/2024HESAC013.
Testo completoThis thesis focuses on learning through the creation of video games, or Game Development-Based Learning (GDBL), in second-grade classrooms in France. Through the creation of a video game, students develop disciplinary and cross-curricular skills. However, this activity is relatively complex to implement and evaluate. The teacher must successfully identify the skills involved, relate them to their discipline, while the students learn about game design and production tools. The aim of this research is to propose methodologies for designing and producing educational game templates to facilitate the technical and pedagogical implementation of video game creation workshops by teachers and students
Cervellin, Patrice. "Étude critique pour une création vidéoludique non formatée : du coffre à jouets au jeu vidéo". Thesis, Montpellier 3, 2019. http://www.biu-montpellier.fr/florabium/jsp/nnt.jsp?nnt=2019MON30024.
Testo completoCritical study for an unformatted video game creation: From the toy box to the video game Patrice Cervellin, as a game designer (creator of video games), makes an observation over his work as a professional designer and the aesthetic reception of video games: procedural rhetoric and graphic representations impose on the player a reductive and stereotyped worldview, close to a flattering cliché, conveying an ultra-liberal post-modern vision of society. In the name of technical progress and its efficient facilitation, video game creation software programs does in fact guide the creation and greatly encourage the reproduction of video game stereotypes. With a constantly increased performance, these software programs promise to compensate more and more of the developers’ lack of technical skills, whether in coding, level editing, character creation or music composition. Even more concerning is the facilitation of the advent of the very concept of the work. This thesis refers to the concept of a successful video game ontology to discuss how technology pervades all the creation process, its media and modes of production. Technology, by dulling the creative mind, the living spirit, neutralizes critical thinking. By examining the content of the software tools available on the market, this doctoral research has resulted in both the elaboration and the criticism of a combinatorial algorithm capable of generating successful video games. This research considers the video game as a media and an artistic medium that should be deconstructed. More generally, this work raises the question of the status of the artist in the 21st century, particularly in relation to the tools and the importance they are given in the creative process, at the same time questioning the idea of the work and its fabrication. In accordance with the institutional framework of a research-creation project, this doctoral research demonstrates that a game is not, by any means, reduced to a metaphor of the rules of the game, currently dominant and specific to the liberal contemporary world. Through the realization of a plastic video game research project, it is the determinism of production devices in video games development that is finely problematized
Bénézech, Marine. "Serious games : le jeu en tension, rencontres entre jeu (vidéo), intention sérieuse et univers narratif". Thesis, Toulouse 2, 2017. http://www.theses.fr/2017TOU20081/document.
Testo completoThis thesis’ purpose is an exploration and study of narrative serious games’ writing modalities from the audiovisual research field point of view. Those tools have both a playful goal and a serious intention, tending also to reach narrative undertakings. The joint between play, seriousness and narrative is the main basis of this PhD research.This thesis’ stake can be defined as the need of understanding how play can be discern in serious games, as the approach of the way the serious intention is set forth and the determination of the reasons why a narrative dimension is setted.Our research is based on a 42 serious games’ corpus, which we have analyzed relying on semio-pragmatic.We had first seek to identify their cultural influence. We aimed to define objects which serious games inherited. Then we aimed to establish the « Playfull Based Act » of serious games and to highlight the major presence of « game pragmatic markers ».The playfull experience is however often felt as restricted especially because of challenges based on gaming lures or illusions. So we explored the reasons of the playfull obstruction and established the importance of writing in serious games. We have been able to define two types of narrative serious games structures from those previous elements : in alternance and in association. In the alternance structure, users are successively confronted to playfull, serious and narrative dimensions, which never be melted or crossed.In the association structure, those three dimensions answer to each other.We have developped a « real shot » serious game for general practioners in parallel,in order to train them to communication.The thoughts and researches conducted during scenario writing and the two prototypes' making and analysis have led us to emphasize the constraint aspect of the « alternance mode » of some of the games, but also its power of emphasize the serious intention of serious games, in the contrary of « association structure » which minore it
Gandia, Romain. "L’organisation du processus d’innovation pour créer et s’approprier de la valeur : une application aux secteurs du jeu vidéo et de l’animation". Grenoble, 2010. http://www.theses.fr/2010CHAML014.
Testo completoNowadays, vidéo games and animation movies industries face with evolutions that could change the conditions of value creation and value capture through innovation. To resolve these difficulties, and increase the environment adaptation, companies try to organize the innovation process differently by using alternative ways to innovate and distribute products. Based on the environmental determinism approach on the one hand, and the RBV (ressource based view) on the other hand, we highlight : (1) a need to consider the environment influence in the analysis of the innovation process and strategic choices of companies and (2) a strategic dilemma concerning value creation and value capture - that we propose to resolve by analyzing the organization of the innovation process. Our approach is based on a qualitative methodology and four research papers. Papers I and II examine the environnment' influence. Papers III and IV try to resolve the dilemma of the literature. We identify three major contributions : (1) the environment (through the industrial structure and resource dependence) influence the organization of the innovation process and strategic choices, (2) the organization of the innovation process combines strategic choices opposite, related to value creation and value capture, and (3) there are models (integrated or collaborative) able to create and capture more value while decreasing the influence of the environment. Ultimately, this research contributes to work on innovation and contributes to a better understanding of video games and animation movies industries. It also provides informations at managers who wish to comprehend more easily the environmental changes in order to implement proactive strategies
Hajji, Michel. "La création virtuelle dans le jeu vidéo : un outil de travail clinique. Sortie du mutisme adolescent par sa progéniture virtuelle". Thesis, Sorbonne Paris Cité, 2018. http://www.theses.fr/2018USPCC075.
Testo completoThis entails a research project which arose in response to a need in clinical work with several young adolescents from diverse backgrounds exhibiting “selective mutism”. Their refusal to speak on the psychologist's couch posed a challenge in therapy. We therefore created a mediation apparatus composed of a life simulation video game and a fictional genogram. We attempted to demonstrate that the teenagers in question can recover verbal symbolization not requiring access to the real version of their family histories which are at the root of the problem. Fictional creativity and the interpersonal work with the psychologist can suffice. Theories on symbolism and subjectivation as well as trans-generational psychoanalysis are at the heart of the notions which allowed us to understand and to conceptualize the process we put in practice
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.
Testo completoVeneri, Olivier. "Architecture d'un intergiciel pour la création sonore dans les jeux vidéo". Paris, CNAM, 2009. http://www.theses.fr/2009CNAM0673.
Testo completoLorsqu'un compositeur écrit de la musique pour un media linéaire comme le cinéma il nous propose un début et une fin entre les deux un parcours sonore défini qui doit accompagner ce qui se passe à l'écran. Le compositeur connaissant l'enchaînement et la date de tous les évènements. Il peut ainsi construire son oeuvre en fonction de se savoir. Le sound designer d'un jeu vidéo, ne possède généralement pas d'autant de certitudes lors de la composition sonore du jeu. Celui-ci doit penser son oeuvre comme une structure dynamique devant être intégrée dans le jeu et devant s'adapter aux états de ce dernier, états qu'il aura préalablement identifiés afin d'être soulignés auditivement. Cette mise en relation entre le système de jeu et le système son ayant pour but de renforcer l'immersion du joueur ainsi que la cohérence de l'univers de jeu. Cette approche dynamique, temps-réel, de la création sonore impose au sound designer d'adapter et de penser sa production musicale afin que celle-ci puisse remplir son rôle dans le cadre du jeu. Pour rendre cela possible, les outils de conception sonore doivent tenir compte des spécificités de l'écriture sonore pour le jeu video et par conséquent permettre aux sound designer de définir des processus temps-réel calculant un résultat sonore, en se reposant sur une logique musicale et des processus de synthèse sonore, en fonction des états de jeu. Ces outils doivent permettre l'intégration d'une bande son dynamique, jusqu'à son matériau musical même, en se basant éventuellment sur des techniques audio procédurales. Cette approche dynamique doit permettre la création d'univers sonore riche mais aussi de faciliter la production des jeux actuelles dont la complexité ne cesse de croître. Dans ce contexte les problématiques liés aux contenus procudéraux deviennent de plus en plus centrale et ce dans tous le domaine de la création vidéoludique (animation, graphisme,. . . )
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/.
Testo completoNowadays, 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
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.
Testo completoVideo 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
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.
Testo completoCan 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
Libri sul tema "Création jeu vidéo"
Jeux vidéos et cinéma: Une création interactive. Condé-sur-Noireau: Éditions Charles Corlet, 2018.
Cerca il testo completoFor creators by creators Edition. Level Design Français: Le Carnet Est Spécialement Pensé Pour Vous Accompagner Durant Vos Créations. l'agenda Fait 101 Pages,15. 24 Cm X 22. 86 Cm. Parfait Pour les Créateurs de Jeux Vidéo, Applications et Site Internet. Independently Published, 2020.
Cerca il testo completoCapitoli di libri sul tema "Création jeu vidéo"
Roy, Jean-Vincent. "La création de contenus historiques en jeu vidéo – le cas d’Assassin’s CreedMC Syndicate". In Faire son temps, 283–92. Presses de l'Université Laval, 2018. http://dx.doi.org/10.2307/jj.8500753.17.
Testo completoRoy, Jean-Vincent. "La création de contenus historiques en jeu vidéo – le cas d’Assassin’s CreedMC Syndicate". In Faire son temps, 283–92. Les Presses de l’Université de Laval, 2018. http://dx.doi.org/10.1515/9782763740065-015.
Testo completoLéonard, Alexis. "« Le Moyen Âge de loin » : créations et créativité autour des jeux vidéo". In Le Moyen Âge en jeu, 105–15. Presses Universitaires de Bordeaux, 2010. http://dx.doi.org/10.4000/books.pub.33098.
Testo completoLafrance St-Martin, Laura Iseut, e Maude Bonenfant. "INTELLIGENCE ARTIFICIELLE, PROCESSUS CRÉATIF ET GÉNÉRATION PROCÉDURALE DE JEUX VIDÉO PAR CONCEPTION AUTOMATISÉE". In Intelligence artificielle, culture et médias, 103–26. Presses de l'Université Laval, 2024. http://dx.doi.org/10.2307/jj.15478489.8.
Testo completoLafrance St-Martin, Laura Iseut, e Maude Bonenfant. "5 - Intelligence artificielle, processus créatif et génération procédurale de jeux vidéo par conception automatisée". In Intelligence artificielle, culture et médias, 103–26. Les Presses de l’Université de Laval, 2024. http://dx.doi.org/10.1515/9782763758787-007.
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