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Статті в журналах з теми "Jeux vidéo et histoire"
Rabino, Thomas. "Jeux vidéo et Histoire." Le Débat 177, no. 5 (2013): 110. http://dx.doi.org/10.3917/deba.177.0110.
Повний текст джерелаAnnart, Julien. "Courte histoire culturelle et industrielle des jeux vidéo." La Revue Nouvelle N° 1, no. 1 (January 1, 2020): 56–69. http://dx.doi.org/10.3917/rn.201.0056.
Повний текст джерелаRyan, Marie-Laure. "Jeux narratifs, fictions ludiques." Jouer, no. 9 (August 10, 2011): 15–34. http://dx.doi.org/10.7202/1005527ar.
Повний текст джерелаMartin, Jean-Clément, and Laurent Turcot. "Histoire et jeu vidéo." Écrire l'histoire, no. 16 (September 15, 2016): 225–30. http://dx.doi.org/10.4000/elh.1131.
Повний текст джерелаZerbib, Olivier. "De Wolfenstein à Half-life : les canons du jeu de combats." Protée 30, no. 1 (July 16, 2003): 29–37. http://dx.doi.org/10.7202/006696ar.
Повний текст джерелаLignon, Fanny. "Des jeux vidéo et des adolescents." Le Temps des médias 21, no. 2 (2013): 143. http://dx.doi.org/10.3917/tdm.021.0143.
Повний текст джерелаHaza, Marion. "Objets culturels dystopiques et adolescence." Topique 160, no. 1 (January 1, 2024): 97–110. http://dx.doi.org/10.3917/top.160.0097.
Повний текст джерелаPuget, Clément. "Webdocumentaire, jeu vidéo et Histoire. Destins liés ?" Essais, no. 15 (October 15, 2019): 43–61. http://dx.doi.org/10.4000/essais.1497.
Повний текст джерелаMondoux, André, Marc Ménard, and Maude Bonenfant. "Quand le Pathos devient Ethos. Esquisse de la dépendance psychosociale contemporaine." Drogues, santé et société 13, no. 1 (October 31, 2014): 1–18. http://dx.doi.org/10.7202/1027122ar.
Повний текст джерелаTriclot, Mathieu. "Philosophie et jeux vidéo." Hermès 62, no. 1 (2012): 71. http://dx.doi.org/10.4267/2042/48280.
Повний текст джерелаДисертації з теми "Jeux vidéo et histoire"
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.
Повний текст джерелаStudying relationships between cinema and video game shows that video game adaptations of movies is a major fact of this kind of synergies. Adaptation question the adaptability and evolution of fiction film worlds developed by the entertainment industry as “multimedia ranges”. This Phd aims to show how the process of diversification and industrialization in the fiction film takes place since the early 1970’s. The analysis of statistical data on video game adaptation of 469 movies since 1975 shows some production trends by the film industry on such synergies. Thus, with the widespread use of such simultaneous developments, the determinism of film narratives is often undermined or contradicted by the video game plots. Fictional worlds now appear as shifting and undefined as ever to audiences. The notion of quantum fiction aims to provide a framework of production and reception to the contemporary processes of industrialization and diversification of fiction
Goubault, Sébastien. "Le chien dans les jeux vidéo : Archéologie, filiation et développement d'une réalité virtuelle." Thesis, Lyon, 2018. http://www.theses.fr/2018LYSE3001/document.
Повний текст джерелаThe topic of this doctoral thesis are dogs. After the Tamagotchi phenomenon, the release of the video game Nintendogs in 2005 created a new animal: the “realistic” virtual dog. As a new leisure activity, video games represent today an internationally influential industry which is situated at a crossing point with popular art culture: comics, animation etc. More generally, the digital revolution our societies are currently witnessing shows the importance of monitor screens and of communication.The central question of this thesis is how these media have come to redefine our relationship to dogs and to influence our perception of animals in a completely new dimension. A large inventory of references of different media was used going from cinema to Gameboy via publicity, from literary classics to Panini sticker albums via comics, from oeuvres which are famous all over the world to oeuvres which are usually not considered as such. The numerous representations of dogs in these domains announce the advent of the virtual dog.In conclusion, our objective is to understand the history of the illusion of movement, of the relationship between books and virtual animals, i.e. to trace the archaeology of dogs in video games. To write a history of dogs in which reality and virtuality are no longer clearly separable
Grandjean, Guillaume. "Le langage du level design : analyse communicationnelle des structures et instances de médiation spatiales dans la série The Legend of Zelda (1986-2017)." Electronic Thesis or Diss., Université de Lorraine, 2020. http://www.theses.fr/2020LORR0143.
Повний текст джерелаThe aim of this work is the study of the constructed and represented spaces of video games. By testing the hypothesis of a form of “language” of level design, we shed light on the structural aspect of video game space, identifiable from one game to another within a “shared grammar”, but also its communicative value, as an instance of mediation between the game and the player. From a precise and detailed analysis of the way space is constructed and evolves in the series The Legend of Zelda (1986-2017), we formalize, classify and prioritize the different structures that make the repertoire of video game spatiality; then we highlight the mediation strategies implemented by games to facilitate the decoding of navigational information. We end up painting a diachronic portrait of the way this language is transformed, in particular concerning the question of navigation control, by mobilizing the notion-tool of “critical path” and its implications in a formal and communicative history of video games
Bazile, Julien. "Opération historiographique et game design de jeu vidéo : les sources historiques dans la conception de "Assassin’s Creed IV Black Flag" et "Assassin’s Creed Freedom Cry"." Electronic Thesis or Diss., Université de Lorraine, 2021. http://www.theses.fr/2021LORR0110.
Повний текст джерелаThis thesis studies videogame design as an « historiographical operation » (« opération historiographique »). It approaches a work of selection, appropriation and shaping of historical sources set within a « development environment circumscribed by specific determinations ». To study the conception of Assassin's Creed IV: Black Flag and Assassin’s Creed : Freedom Cry we use the concept of ludoformation. We anchor our research questions in both history and videogame studies. Our thesis supports that the designers’ documentation practices feed an « historiographical project » at the heart of videogame design, involving both a project of ludic mediation (communicating the object’s gameplay) and one of historical mediation (representing the past). We present in which cases the historical mediation serves the ludic mediation, that is to say, how representations of the past are used to communicate the game’s rules, objectives and mechanics. We then show how the ludic mediation serves the historical mediation, that is how designers, while summoning historical sources in the creative process, are adopting practices revealing of a critical distance as well as a reflexion on the specificity of the ludic engagement of the player’s engagement with the past
Walbrou, Sonny. "Pour une histoire critique au prisme des rapports du corps à la machine, entre le cinéma, jeu vidéo et culture spectaculaire fin-de-siècle : continuité critique, innervation, attraction." Thesis, Lille, 2018. http://www.theses.fr/2018LIL3H037.
Повний текст джерелаBetween past and present, between the turn-of-the-century spectacular culture, cinema and video games, our thesis explores the critical aspects of body-machine relationships understandings regarding Walter Benjamin’s concept of innervation. From a historiographical concept formulated within this work, i. e. “critical continuity” which consists in crafting permanencies though history, our purpose is to delineate an operating critic of the new media. From the concepts of innervation and critical continuity, we explore two defining “state of body” to draw resonances between past and present. One takes place at the turn of the century while the other takes place during the 1980’s. The former concerns the becoming-attraction of the machines circa 1900. Extending Tom Gunning’s concept, we understand such an attraction as a corporeal relationship between the spectator’s body and the machine. Through 1900’s visual and spectacular culture, we examine a recurring topos: the immobile voyage. We find and explore the critical topicality of such a topos up to present day as something that has never changed despite technical innovations. The latter state explores the transformations regarding the body-screen relationships in video game practice. We study a collection of representations appearing between the early 1980’s up to the middle of the 1990’s featuring another recurring topos: the screen crossed whether by the game’s universe whether by the player. These two topoi help us to conceive a critic of the new media on the very basis of novelty
Orain, Hugo. "Images et Révolution en mouvement : représentations fictionnelles de la Révolution française au cinéma, à la télévision et dans le jeu vidéo entre 2000 et 2020." Thesis, Rennes 2, 2022. http://www.theses.fr/2022REN20013.
Повний текст джерелаOur thesis questions the contemporary mythologies which transform our perception of the past, by nourishing a social imagination, and by colliding with historian narratives. For this, we studied 23 fictional representations of the French Revolution in cinema, television and video game, in France, between 2000 and 2020. The Revolution is a memorial object that persists largely thanks to fictions. Contemporary mythologies, such as the focus on the Terror and revolutionary violence, feed a dark vision of history, and oppose a positive republican memory. The fictions that we have analyzed are seen and played by millions of individuals, thus fictional narratives constitute a "parallel school" which competes with historical works. Until this day, no historical research has really been conducted on these issues. Our approach is unique because it is intermedia, that is to say that we have combined three media (cinema, television and video games), according to the idea that there is a media hybridization in design process. In this thesis, using sources of conception and reception (interviews, making-off, art work, reviews...), have deconstructed contemporary to understand mechanisms of representation of the past. Historians must bring fictions into their laboratory
Robert, Martine. "Vivre le passé au présent : Dimensions et valeurs de la forme du jeu vidéo au regard de l'épistémologie de la connaissance historique et de la simulation informatique." Thesis, Aix-Marseille, 2014. http://www.theses.fr/2014AIXM3051.
Повний текст джерелаHistory is the knowledge of men's life in the past. But the historian necessarily has a retrospective approach, in contradiction to life which is, by definition, forward-looking. In aiming to resolve this tension, historical knowledge involves the act of thought by which we act as if we were living in the era we seek to know. Acting "as if" we were living such and such an experience is playing. More specifically, the video game brings the player through representation in a particular universe whose consistency lies in the resistance and, on the other hand, the support it offers to the player's enterprises. The video game form is likely to allow the player to experience past times in the present. However, this specific form of representation has never been developed or used in a proper scholarly perspective, and it is far from being naturel for the historian to use it as the medium of development and transmission of knowledge. The epistemological review of its own resources leads us not only to question Ricoeur's position that narrative is the exclusive form of historical knowledge, but also to design a new kind of video game that allows us to experience ways of life of bygone societies ; the player's personal journey in this social space proceeds from interactions with non-player characters whose individuation process also results from the intertwining between enterprises of all characters in social relations which have historically defined forms
Di, Filippo Laurent. "Du mythe au jeu : approche anthropo-communicationnelle du Nord : des récits médiévaux scandinaves au MMORPG Age of Conan : Hyborian Adventures." Electronic Thesis or Diss., Université de Lorraine, 2016. http://www.theses.fr/2016LORR0213.
Повний текст джерелаA berserker rhinoceros, hordes of Vanir swarming upon Cimmeria, Ymir’s son imprisoned … references to the medieval scandinavian stories often designated as « Norse myths » are numerous in the massively multi-player online rôle playing game Age of Conan: Hyborian Adventures. But, how could elements coming from sources which are almost a thousand years old become parts of a contemporary videogame ? From this case study, the author of this work takes a more general interest in cultural phenomenons and their dynamics through their transmission, manifestation and appropriation processes. In order to do this, he leans on a qualitative and empirical research which articulates communication studies with scandinavian studies in order to build an anthropo-communicational approach, which is strongly influenced by Anthropology. This approach is based on a multi-layered methodology which includes linguistics, socio-historical method, long term participant observation and very long term information monitoring. It allows to observe that, from the medieval manuscripts to online video games, through american fantasy literature from the 1930’s, the significations which people give to past cultural ressources are always transformed and built according to the situation in which they are expressed. Such cultural dynamics fall within the heart of research questions about change and permanence and highlight the ways by which an imaginary of the common is built at the same time as it puts the work of the social actors at the center of the reflection
Di, Filippo Laurent. "Du mythe au jeu : approche anthropo-communicationnelle du Nord : des récits médiévaux scandinaves au MMORPG Age of Conan : Hyborian Adventures." Thesis, Université de Lorraine, 2016. http://www.theses.fr/2016LORR0213/document.
Повний текст джерелаA berserker rhinoceros, hordes of Vanir swarming upon Cimmeria, Ymir’s son imprisoned … references to the medieval scandinavian stories often designated as « Norse myths » are numerous in the massively multi-player online rôle playing game Age of Conan: Hyborian Adventures. But, how could elements coming from sources which are almost a thousand years old become parts of a contemporary videogame ? From this case study, the author of this work takes a more general interest in cultural phenomenons and their dynamics through their transmission, manifestation and appropriation processes. In order to do this, he leans on a qualitative and empirical research which articulates communication studies with scandinavian studies in order to build an anthropo-communicational approach, which is strongly influenced by Anthropology. This approach is based on a multi-layered methodology which includes linguistics, socio-historical method, long term participant observation and very long term information monitoring. It allows to observe that, from the medieval manuscripts to online video games, through american fantasy literature from the 1930’s, the significations which people give to past cultural ressources are always transformed and built according to the situation in which they are expressed. Such cultural dynamics fall within the heart of research questions about change and permanence and highlight the ways by which an imaginary of the common is built at the same time as it puts the work of the social actors at the center of the reflection
Dupuy-Fromy, Serge. "Les jeux vidéo dans la société française : des années 1970 au début des années 2000." Thesis, Paris Est, 2012. http://www.theses.fr/2012PEST0010/document.
Повний текст джерелаThis thesis is to study video games in France. Thirty years of existence, this new leisure appeared commercially in the mid-1970s in the United States, became a real industry in the same way as film or music.Its emergence and development go hand in hand with the beginnings and the development of computing leisure and public computers with the game is one of the elements determinant of their success.We will thus examine everything that relates to this industry, its economy (market players, trade policy), various gaming machines and games (design, genres, themes). We will analyze players, their profiles, their tastes as well as the French press and the various events (exhibitions, contests, competitions) related to this media.We will also talk about influences and inspirations of the video game, on the relationship of the arts and other recreation. On the other hand, we will mention the obstacles encountered and the charges to the video games (violence, disease, isolation) as well as their political dimension and vision and action policies and Governments on this industry.In short, the purpose of such a topic is to understand and to explain this new type of leisure, but also reflect on the meaning that has its development and how it is representative of the evolution of French society over the past thirty years
Книги з теми "Jeux vidéo et histoire"
Ichbiah, Daniel. La saga des jeux vidéo. [Triel-sur-Seine]: Pix'n Love éditions, 2009.
Знайти повний текст джерелаGenvo, Sébastien. Le jeu à son ère numérique: Comprendre et analyser les jeux vidéo. Paris: Harmattan, 2009.
Знайти повний текст джерелаLe jeu à son ère numérique: Comprendre et analyser les jeux vidéo. Paris: Harmattan, 2009.
Знайти повний текст джерелаDes pixels à Hollywood: Cinéma et jeu vidéo, une histoire économique et culturelle. [Châtillon]: Pix'n love, 2010.
Знайти повний текст джерелаSamuel, Ruffat, ed. Espaces et temps des jeux vidéo. Paris]: Questions théoriques, 2012.
Знайти повний текст джерелаStart!: La grande histoire des jeux vidéo. Paris: Éditions de La Martinière, 2011.
Знайти повний текст джерелаAnnie, Harrisson, ed. Mia et le concepteur de jeux vidéo. [Rosemère, Québec]: Les Éditions P. Tisseyre, 2012.
Знайти повний текст джерелаCrosta, Marida Di. Entre cinéma et jeux vidéo: L'interface film : métanarration et interactivité. Bruxelles: De Boeck, 2009.
Знайти повний текст джерела1979-, Mora Philippe, and Trémel Laurent, eds. Les jeux vidéo: Pratiques, contenus et enjeux sociaux. Paris, France: Harmattan, 2005.
Знайти повний текст джерелаRomo, Lucia. La dépendance aux jeux vidéo et à Internet. Paris: Dunod, 2012.
Знайти повний текст джерелаЧастини книг з теми "Jeux vidéo et histoire"
Allard, Jérôme-Olivier. "Joue-moi une histoire. Objet-livre intraludique et ouverture du récit dans le jeu vidéo." In Jeu vidéo et livre, 29–46. Presses universitaires de Liège, 2018. http://dx.doi.org/10.4000/books.pulg.2725.
Повний текст джерелаThériault, Pascale, and Roxanne Chartrand. "Diversité et culture toxique dans les jeux vidéo." In Pour des histoires audiovisuelles des femmes au Québec, 213–29. Les Presses de l’Université de Montréal, 2022. http://dx.doi.org/10.1515/9782760645691-012.
Повний текст джерелаANGLADE, Barnabé. "Jeux vidéo mobile." In L'art et la manière, 129–36. Editions des archives contemporaines, 2021. http://dx.doi.org/10.17184/eac.4523.
Повний текст джерелаKrichane, Selim. "Jeux vidéo et cinéma." In Introduction aux théories des jeux vidéo, 117–26. Presses universitaires de Liège, 2023. http://dx.doi.org/10.4000/books.pulg.26209.
Повний текст джерелаDjaouti, Damien. "Jeux vidéo et informatique." In Introduction aux théories des jeux vidéo, 127–38. Presses universitaires de Liège, 2023. http://dx.doi.org/10.4000/books.pulg.26214.
Повний текст джерелаVincent, Romain. "Médiévalisme et jeux vidéo." In Les médiévistes face aux médiévalismes, 127–38. Presses universitaires de Rennes, 2023. http://dx.doi.org/10.4000/books.pur.191686.
Повний текст джерелаDi Filippo, Laurent. "Jeux vidéo et jeux de rôle." In Introduction aux théories des jeux vidéo, 87–100. Presses universitaires de Liège, 2023. http://dx.doi.org/10.4000/books.pulg.26199.
Повний текст джерелаAllard, Laurence, and Olivier Blondeau. "Les émeutes en jeux vidéo." In Ville, architecture et communication, 67–71. CNRS Éditions, 2014. http://dx.doi.org/10.4000/books.editionscnrs.20280.
Повний текст джерелаPhilippette, Thibault, and Charlotte Preat. "Jeux vidéo et apprentissage(s)." In Introduction aux théories des jeux vidéo, 381–93. Presses universitaires de Liège, 2023. http://dx.doi.org/10.4000/books.pulg.26419.
Повний текст джерелаSkelling-Desmeules, Yannick. "Jeux vidéo et applications informatiques." In Repères contemporains pour l’éducation aux sciences et à la technologie, 109–16. Presses de l'Université Laval, 2020. http://dx.doi.org/10.2307/j.ctv1h0p2jg.19.
Повний текст джерелаТези доповідей конференцій з теми "Jeux vidéo et histoire"
Nova, Nicolas, and Timothée Jobert. "Intuitivité et incorporation des interactions gestuelles chez les utilisateurs de jeux vidéo." In the 21st International Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1629826.1629860.
Повний текст джерелаЗвіти організацій з теми "Jeux vidéo et histoire"
Notari, Luca, Jeanne Vorlet, and Hervé Kuendig. Les jeux vidéo Free-to-Play : entre jeux vidéo et jeux de hasard et d’argent. Addiction Suisse, 2023. http://dx.doi.org/10.58758/rech158a.
Повний текст джерела