Literatura científica selecionada sobre o tema "Mondes numériques des jeux vidéo"
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Artigos de revistas sobre o assunto "Mondes numériques des jeux vidéo"
Gauthier, Céline, Anaïs Linares e Sally Gardner. "Corps-d’écran : jeux vidéo et gestes numériques". Cahiers de danse N° 1, n.º 2 (20 de outubro de 2023): 44–49. http://dx.doi.org/10.3917/cdd.001a.0044.
Texto completo da fonteBonenfant, Maude. "Les mondes numériques ne sont pas «virtuels» : l’exemple des jeux vidéo en ligne". Revue des sciences sociales 45, n.º 1 (2011): 60–67. http://dx.doi.org/10.3406/revss.2011.1356.
Texto completo da fonteHazia, M. "Médiations numériques : jeux vidéo et jeux de transfert". Soins Psychiatrie 41, n.º 330 (setembro de 2020): 9. http://dx.doi.org/10.1016/s0241-6972(20)30098-0.
Texto completo da fonteFrétigné, Cédric, Laurent Trémel, Cedric Fretigne e Laurent Tremel. "Jeux de rôles, jeux vidéo, multimédia. Les faiseurs de mondes". Revue Française de Sociologie 43, n.º 4 (outubro de 2002): 803. http://dx.doi.org/10.2307/3322897.
Texto completo da fonteDA FONSECA, Thomas. "De Super Mario à Arcane : Une plongée dans l'évolution des adaptations de jeux vidéo en séries". Transcr(é)ation 3, n.º 1 (15 de setembro de 2023): 1–19. http://dx.doi.org/10.5206/tc.v3i1.16476.
Texto completo da fonteMortenson, W. Ben, Andrew Sixsmith e David Kaufman. "Non-Digital Game Playing by Older Adults". Canadian Journal on Aging / La Revue canadienne du vieillissement 36, n.º 3 (22 de junho de 2017): 342–50. http://dx.doi.org/10.1017/s0714980817000162.
Texto completo da fonteMarkaki-Lothe, Vasiliki, Erica de Vries e Kristine Lund. "Quelles ressources interactionnelles pour la conception de jeux épistémiques numériques?" SHS Web of Conferences 52 (2018): 01001. http://dx.doi.org/10.1051/shsconf/20185201001.
Texto completo da fonteCouture, Kathia. "Pratique excessive des jeux vidéo chez les personnes ayant un trouble du spectre de l'autisme". Psycause : revue scientifique étudiante de l'École de psychologie de l'Université Laval 10, n.º 1 (28 de julho de 2020): 18–27. http://dx.doi.org/10.51656/psycause.v10i1.30453.
Texto completo da fonteChateauraynaud, Francis, e David Chavalarias. "L’analyse des grands réseaux évolutifs et la sociologie pragmatique des controverses". Sociologie et sociétés 49, n.º 2 (4 de dezembro de 2018): 137–61. http://dx.doi.org/10.7202/1054277ar.
Texto completo da fonteChatenet, Ludovic. "La « pensée plastique » de Jean-Marie Floch: pour une sémio-anthropologie des « mondes imagés »". Estudos Semióticos 19, n.º 2 (17 de agosto de 2023): 140–58. http://dx.doi.org/10.11606/issn.1980-4016.esse.2023.206896.
Texto completo da fonteTeses / dissertações sobre o assunto "Mondes numériques des jeux vidéo"
Bertuzzi, Juan Pablo. "Mondes hybrides : expérimentations sociales pour analyser la relation avatar-utilisateur". Paris 8, 2014. http://octaviana.fr/document/182056708#?c=0&m=0&s=0&cv=0.
Texto completo da fonteWe already live in a hybrid world; a physical world that is constantly being nourished by parallel digital communicative worlds and in which projections of our own world manifest themselves via an enormous network of interaction points termed the Internet. Consequently, the individual experiences digital representation in different ways via these dimensions. This is a phenomenon which leads to a new projective and perceptive extension of the self which encounters the physical world. Hybrid Worlds contributes to the field of social communication. It offers detailed analysis of the socio-cultural effects of new information and communication technologies. Our work philosophy is based on the conceptualization of social experiments within spaces which constantly cohabit with simulation technologies and which pave the way for developing virtual and augmented realities. Our key research question focuses on properly evaluating and defining the influence that avatars -representatives of digital worlds- have upon their users; in particular, to what extent this influence can be detected in the everyday life of the individual. Hybrid Worlds presents two in design experiments: 1) Based on analysis of game theory, as well as that of the evolution of video products for leisure purposes in contemporary culture, we hereby present the project entitled ‘Augmented Cultural Heritage’. This project demonstrates the advantages of using technologies of virtual and augmented reality to apply hybrid worlds and social games to the fields of culture and education. 2) We also put forward the project entitled ‘Autonomous social Avatars (AsA)’ which is based on a study of the user habits, with particular attention paid to the evolution of his or her digital representations. This socially-interactive tool has been conceived in order to provide innovative experience within the domain of digital communities, whilst supporting the idea of integrating digital environments into physical spaces in real time. Finally, by managing these new aforementioned analytical tools, the ultimate objective of this investigation is to map out original fields of research for future studies within the information and communication sciences
Gustafsson, Viktor. "Designing persistent player narratives in digital game worlds". Electronic Thesis or Diss., université Paris-Saclay, 2021. http://www.theses.fr/2021UPASG102.
Texto completo da fontePlayers in digital game worlds, such as Massively Multiplayer Online Games (MMO), generate long standing histories with their characters, but cannot express or see persisted traces of their adventures within the environment. I argue that understanding the role of persistence and the emergence of player narratives in digital game worlds can lead to novel systems and tools for increasing players'engagement and help game designers produce content. I combine multiple methods for understanding player narratives, and present We Ride, an MMO that embodies and tests the Narrative Substrates framework for building game architectures and mechanics that leverage persistent player narratives. Multiple studies show how Narrative Substrates successfully encourages players to codesign new content from their own persisted narratives, letting them shape the world and contribute novel content. Finally, I discuss the challenges of this work and suggest several promising directions for future work
Gaetan, Sophie. "Monde virtuel et avatar : de la mise en scène de soi à l'addiction". Thesis, Aix-Marseille, 2012. http://www.theses.fr/2012AIXM3056.
Texto completo da fonteVideo games cover preferential activity of adolescents. But for some, the practice becomes an addictive behavior, playing an important role in psychological functioning of adolescents. The global aim is to establish a comprehensive model of this addictive process. This research is based on a quantitative methodology in order to assess the weight and the involvement of psychopathological, emotional and personality variables in this addictive process. Avatar and virtual world are the two essential components of any video game. They allow subject to mediatize and enact his Emotional Self. The addiction process is the result of crystallization of this dynamic which does not allow the subject to reappropriate his emotional experience. Furthermore, the research puts the light on two different types of addictive processes with on line or outline video games. These two formats differ in the enacting of aspects of the Self Identity they imply. Finally, this work leads us to question the boundary between regular and addictive / pathogen use of video games
Berry, Vincent. "Les cadres de l'expérience virtuelle : Jouer, vivre, apprendre dans un monde numérique : analyse des pratiques ludiques, sociales et communautaires des joueurs de jeux de rôles en ligne massivement multi-joueurs : Dark Age of Camelot et World of Warcraft". Paris 13, 2009. http://scbd-sto.univ-paris13.fr/secure/ederasme_th_2009_berry.pdf.
Texto completo da fonteThis study analyzes the practice of French-speaking gamers of Dark Age of Camelot and World of Warcraft. Who are the players? What kind of game do they play? What meanings do they bring to their practices? Based on quantitative (questionnaires) and qualitative data (interviews and observations), the first part describes the gamer population in terms of age, gender and social class. Being a man or a woman, a teenager or an adult, being employed, a student or unemployed, being a fan of fantasy or not, a multitude of variables structure the gamers’ practices. Secondly, the activity is analyzed with respect to game and leisure theories. Being spaces of confrontations and make believe, MMOs are also “carnavalesque” universes allowing a certain loosening of social control. The third part analyzes the place of the game within social, family, parental and romantic life. For some gamers, the MMO is practised with "friends" in a cybercafe, after school. For others, it is a solitary practice, at night, upon finishing a “difficult day at work”. In other instances, it is a practice played by a couple, weekends only. Against the postmodern thesis of cyberspace as a process of “derealisation” of the world, social networks are constructed in the game and also in "real life". These social networks are moment of "socialization by friction" and "social experiences" which have effects on the construction of knowledge and the way that the gamers think of the social world. This study therefore shows how, by proposing "careers", these "game worlds" are spaces of informal learning but also of transformation of video-play habitus and of new frame analysis
Coëffec, Adélaïde. "Etude exploratoire, en population adolescente, des variables psychologiques impliquées dans l’utilisation des jeux vidéo et autres technologies numériques". Thesis, Paris 10, 2014. http://www.theses.fr/2014PA100193.
Texto completo da fonteThe aim of this research is to explore the psychological variables primarily involved in the Problematic Use of Video Games (PUVG) in adolescents and secondarily in Social Networks (SN) and Mobile Phones (MP). Thus, 1423 high school and college children from Ile de France region were recruited of which 92.1% had played video games in the past year with a sex ratio of 1. Players are more likely to have consumed alcohol, have lower scores on depressive symptoms, and higher "sensation seeking" and "emotionality" than non-players. Those with PUVG (17.7%) are younger, started playing earlier in life and play for more time, often on computers and in a guild. They have worse academic performances, gamble excessively and frequently and start drinking younger. Their scores on “positive urgency”, and “lack of perseverance” are higher while those on “activity” are lower. Scores on excessive gambling are positively correlated to time spent playing video games and PUVG. The latter, is positively correlated with scores on anxious-depressive symptomatology, “timidity” and impulsivity while it is negatively correlated with life satisfaction, “activity” and “sociability.” Youngsters on SN (85.9%) or MP (93.2%) are more often girls and are associated with substance use. Despite some limitations of our study, our results provide new data on PUVG, SN and MP
Zanuttini, Antoine. "Du photoréalisme au rendu expressif en image 3D temps réel dans le jeu vidéo : programmation graphique pour la profondeur de champ, la matière, la réflexion, les fluides et les contours". Paris 8, 2012. http://octaviana.fr/document/171326563#?c=0&m=0&s=0&cv=0.
Texto completo da fonteThis study seeks to go beyond the standardized video games aesthetics by adding new depiction techniques for real-time digital imagery. Photorealistic rendering is often limited in control and flexibility for an artist who searches beyond fidelity to real. Achieving credibility and immersion will then often require stylization for the view to be more convincing and aesthetic. Expressive rendering goes further by taking care of the artist's personal vision, while being based on some real life attributes and phenomena, altering them at the same time. We will show that photorealism and expressive rendering join and complete each other under numerous aspects. Three themes related to photorealism will be presented, then some personal original techniques will be introduced. The theme of depth of field will lead us to consider the shape of the virtual camera's lens through the Hexagonal Summed Area Table algorithm. We will then look at material, light and especially ambient and specular reflections and the importance of parallax correction with regards to them. Our third theme will be the rendering of fluid motion and the advection of textures according to the flow for easy and efficient detail addition. These three subjects will then be integrated into expressive rendering and used as expression tools for the artist, through the creation of a dream effect, of screen-space rendered fluids, and of hatched material shading. Finally, we will show our creations specifically dedicated to expressive rendering and stroke stylization
Roy, Didier. "Optimisation et personnalisation des parcours d'apprentissage à l'aide des technologies numériques". Electronic Thesis or Diss., Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1017.
Texto completo da fonteSince the "Plan Informatique Pour Tous" in 1985, digital technologies occupy an increasingly importance in education: digital textbooks, dynamic geometry software, learning games, e-learning, blended learning, MOOC, flipped classrooms, educational robotics, etc.The aim of our work is to show that some of these technologies can contribute to improve learning, boosting learning contents, emphasizing student motivation by proposing devices suitable for distance learning and personalizing learning paths.The stakes of these issues are important. The need to motivate students and personalize learning is more and more crucial. These are major assets to reduce dropout and promote equal opportunities.Objectives of our work before 2011:- Gamify contents to make them more motivating.- Visualize concepts by using digital objects.- Virtualize learning objects in order to reduce physical constraints to work methods, to overcome handling difficulties and disability situations.- Provide tools for interactivity, visualization, computer algebra and geometry for computer environments learning (distance learning platforms, software).- Provide tools for monitoring user activity in order to better track their progress, to follow them with precision, to making them more autonomous.- Experiment with objects both digital and tangible such as robots, to assess their impact in learning.- Build new textbooks by accompanying them with digital devices.This work was continued in recent and more research-driven work.Objectives of our work from 2011:- Optimize and personalize learning by using artificial intelligence and machine learning algorithms.- Use tangible objects such as robots, that students can manipulate and program, to approach learning differently to provide concrete environment to build new concepts
Coussieu, Wilfried. "La construction sociotechnique des joueurs coproducteurs : Ethnographie des pratiques de modification d’un logiciel de jeu : Kerbal Space Program". Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLT031.
Texto completo da fonteWhat is the meaning of game software modification practices? What is their role and how do they relate to their development? This thesis studies the way in which the playful and technical modding practices of the commercial game Kerbal Space Program depend as much as they question its design through the user-modder figure that it constructs. We explore this research by doing an ethnography, situated at the crossroads of three conceptual approaches: Science and Technology Studies, Actor-Network Theory and Pragmatic Sociology (Barthe et al., 2013; Lemieux, 2018), by applying them to computer and videogame practices of our fieldwork. We gather a set of qualitative data obtained by participant observation, questionnaire and fifteen in-depth interviews with modders and salaried developers from the company. The survey leads to two research results by mainly proposing to explore a type of action called the “contributive commitment”. First, we show that the development team has designed its software as it must be as playful as it is interesting to change technically. The company applies an innovation strategy based on the stimulation of attentions and passionate interests, tastes and individual needs (Boullier, 2009). They build a sociotechnical device that enrolls critical and suggestive forces from the players to redirect it towards a form of “joint production” (Lallement, 2007). In particular, our ethnography describes how user practices are built around legal and technical standards that allows online collaboration, and are entangled with values of openness, sharing and improvement. Secondly, we question the rationality of these practices, that is to say by seeking the justification (Boltanski, Thévenot, 1991) on behalf of which game users base their pretension to act, to solicit and help each other, as well as to freely delegate practices of reviewing, testing and investigating the software. We propose accordingly that the principles of this mass-distributed work via the Internet blurres the line between classical dichotomies such as: user and designer, producer and consumer, leisure and work…
Delsol, Vanessa. "Jouer et s'informer, deux pratiques juvéniles en miroir". Electronic Thesis or Diss., Toulouse 2, 2019. http://www.theses.fr/2019TOU20109.
Texto completo da fonteAt a time when we are getting informed through daily sociability via social networks and when we are playing while using info-communication tools, our study aims to bring a change of perspective by crossing supposedly antagonistic practices: information seeking and playing videogames. To our knowledge, capturing informational practices in a context of videogame practices is a new approach. A review of the literature highlights the pervasiveness of videogame practices and the loss of visibility of informational practices in a digital context. These observations highlight points of convergence between initially antagonistic practices. It is therefore relevant to ask to what extent such practices feed into each other.Twenty-two individual or group interviews were conducted with twenty-eight young people aged 11 to 19. The interviews were conducted either at the personal home or in the permanent contract of the college or high school. The data collected in this way were then subjected to cross-sectional and longitudinal analysis.Three main results emerged. First, video games have proven to be a shared element of youth culture. Second, the study highlighted a paradox: the pleasure of being informed and the constraint of gambling. Finally, the writing of four portraits highlighted the role of the social context (family, friends, school, IT) in videogame and information practices.Finally, our field study allows us to understand the intricate nature of these two practices and shows how much seeking informations is a playful experience and playing videogames an informational experience. This research work thus proposes a new analytical framework for the study of young people's information seeking. It also opens up new perspectives for research based in particular on the notions of curiosity and attention
Roy, Didier. "Optimisation et personnalisation des parcours d'apprentissage à l'aide des technologies numériques". Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1017/document.
Texto completo da fonteSince the "Plan Informatique Pour Tous" in 1985, digital technologies occupy an increasingly importance in education: digital textbooks, dynamic geometry software, learning games, e-learning, blended learning, MOOC, flipped classrooms, educational robotics, etc.The aim of our work is to show that some of these technologies can contribute to improve learning, boosting learning contents, emphasizing student motivation by proposing devices suitable for distance learning and personalizing learning paths.The stakes of these issues are important. The need to motivate students and personalize learning is more and more crucial. These are major assets to reduce dropout and promote equal opportunities.Objectives of our work before 2011:- Gamify contents to make them more motivating.- Visualize concepts by using digital objects.- Virtualize learning objects in order to reduce physical constraints to work methods, to overcome handling difficulties and disability situations.- Provide tools for interactivity, visualization, computer algebra and geometry for computer environments learning (distance learning platforms, software).- Provide tools for monitoring user activity in order to better track their progress, to follow them with precision, to making them more autonomous.- Experiment with objects both digital and tangible such as robots, to assess their impact in learning.- Build new textbooks by accompanying them with digital devices.This work was continued in recent and more research-driven work.Objectives of our work from 2011:- Optimize and personalize learning by using artificial intelligence and machine learning algorithms.- Use tangible objects such as robots, that students can manipulate and program, to approach learning differently to provide concrete environment to build new concepts
Livros sobre o assunto "Mondes numériques des jeux vidéo"
), Houdé Olivier (1963, Léna Pierre (1937 ), Tisseron Serge (1948 ), Postaire Éric (1957 ), Bernard-Delorme Anne, Descamps-Latscha Béatrice, Macchi Odile (1970 ), Mouren Marie-Christine (1949 ), Pasquinelli Elena (1972 ) e Académie des sciences (France), eds. L'enfant et les écrans: Un avis de l'Académie des sciences. Paris: Le Pommier, 2013.
Encontre o texto completo da fonteHaza, Marion. Médiations numériques : jeux vidéo et jeux de transfert. ERES, 2019. http://dx.doi.org/10.3917/eres.haza.2019.01.
Texto completo da fonteL'Attrape-Mondes. Gallimard Jeunesse, 2003.
Encontre o texto completo da fonteLes mondes de Ralph. Montréal: Phidal, 2013.
Encontre o texto completo da fonteDramatic Storytelling and Narrative Design: A Writer's Guide to Video Games and Transmedia. Taylor & Francis Group, 2019.
Encontre o texto completo da fonteBerger, Ross. Dramatic Storytelling and Narrative Design: A Writer's Guide to Video Games and Transmedia. Taylor & Francis Group, 2019.
Encontre o texto completo da fonteBerger, Ross. Dramatic Storytelling and Narrative Design: A Writer's Guide to Video Games and Transmedia. Taylor & Francis Group, 2019.
Encontre o texto completo da fonteBerger, Ross. Dramatic Storytelling & Narrative Design: A Writer's Guide to Video Games and Transmedia. Taylor & Francis Group, 2019.
Encontre o texto completo da fonteStein, Daniel, Jan-Noël Thon e Andreas Rauscher. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Taylor & Francis Group, 2020.
Encontre o texto completo da fonteDaniel, Stein, Thon Jan-Noël, Rauscher Andreas, Stein Daniel e Thon Jan-Noël, eds. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Taylor & Francis, 2021.
Encontre o texto completo da fonteCapítulos de livros sobre o assunto "Mondes numériques des jeux vidéo"
Virole, Benoît. "La technique des jeux vidéo en psychothérapie". In Subjectivation et empathie dans les mondes numériques, 31. Dunod, 2013. http://dx.doi.org/10.3917/dunod.tisse.2013.01.0031.
Texto completo da fonteTriclot, Mathieu. "Les corps du jeu vidéo". In Subjectivation et empathie dans les mondes numériques, 111. Dunod, 2013. http://dx.doi.org/10.3917/dunod.tisse.2013.01.0111.
Texto completo da fonteTordo, Frédéric, e Serge Tisseron. "Les diverses formes de l’empathie dans le jeu vidéo en ligne". In Subjectivation et empathie dans les mondes numériques, 83. Dunod, 2013. http://dx.doi.org/10.3917/dunod.tisse.2013.01.0083.
Texto completo da fonteTavinor, Grant. "Chapitre IV. La plongée dans les mondes fictionnels". In L’art des jeux vidéo, 113–44. Presses universitaires de Rennes, 2024. http://dx.doi.org/10.4000/books.pur.195611.
Texto completo da fonteLeroux, Yann. "Les jeux vidéo dans les psychothérapies psychanalytiques". In Médiations numériques : jeux vidéo et jeux de transfert, 31. ERES, 2019. http://dx.doi.org/10.3917/eres.haza.2019.01.0031.
Texto completo da fonteBerthier, Bruno. "Minecraft, le jeu vidéo populaire devenu médiateur thérapeutique". In Médiations numériques : jeux vidéo et jeux de transfert, 113. ERES, 2019. http://dx.doi.org/10.3917/eres.haza.2019.01.0113.
Texto completo da fonteLeroux, Yann. "Le jeu vidéo comme miroir dans la relation thérapeutique". In Médiations numériques : jeux vidéo et jeux de transfert, 137. ERES, 2019. http://dx.doi.org/10.3917/eres.haza.2019.01.0137.
Texto completo da fonteMissonnier, Sylvain. "Préface". In Médiations numériques : jeux vidéo et jeux de transfert, 7. ERES, 2019. http://dx.doi.org/10.3917/eres.haza.2019.01.0007.
Texto completo da fonteHoussier, Florian, e Xanthie Vlachopoulou. "Introduction". In Médiations numériques : jeux vidéo et jeux de transfert, 17. ERES, 2019. http://dx.doi.org/10.3917/eres.haza.2019.01.0017.
Texto completo da fonteFaugère, Florent. "Quand l’objet vient de l’écran, comment penser les médiations contingentes par l’entremise du jeu vidéo en séance". In Médiations numériques : jeux vidéo et jeux de transfert, 59. ERES, 2019. http://dx.doi.org/10.3917/eres.haza.2019.01.0059.
Texto completo da fonte