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Статті в журналах з теми "Narration – Dans les jeux vidéo"
Hess, Emmanuelle. "nouvelles représentations des minorités dans les Jeux vidéos : enjeux et significations." ALTERNATIVE FRANCOPHONE 2, no. 8 (January 15, 2021): 65–82. http://dx.doi.org/10.29173/af29412.
Повний текст джерелаDA FONSECA, Thomas. "De Super Mario à Arcane : Une plongée dans l'évolution des adaptations de jeux vidéo en séries." Transcr(é)ation 3, no. 1 (September 15, 2023): 1–19. http://dx.doi.org/10.5206/tc.v3i1.16476.
Повний текст джерелаBarnabé, Fanny. "Figures de l’ironie et thématiques politiques dans le streaming de jeu vidéo sur Twitch.tv : approche rhétorique des performances d’Antoine Daniel." Télévision N° 13, no. 1 (October 20, 2023): 17–35. http://dx.doi.org/10.3917/telev.013.0017.
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 джерелаMills, Devin J., Wen Li Anthony, Uibin Lee, and Lia Nower. "Implications of the Increasing Convergence of Video Gaming and Gambling: A Narrative Review." Canadian Journal of Addiction 14, no. 3 (September 2023): 33–42. http://dx.doi.org/10.1097/cxa.0000000000000182.
Повний текст джерелаHocine, Julien, and Patrick Deslauriers. "Le jeu vidéo comme vecteur d’expression du patrimoine culturel des Iñupiats d’Alaska." Emulations - Revue de sciences sociales, no. 30 (September 3, 2019): 79–92. http://dx.doi.org/10.14428/emulations.030.06.
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 джерелаBlum, Mickael. "Introduction à la ludomusicologie : le cas de Shovel Knight." Musurgia Volume XXIX, no. 3 (September 11, 2023): 75–96. http://dx.doi.org/10.3917/musur.223.0075.
Повний текст джерелаCahuzac, Hubert. "Le ralenti comme aisthesis : du geste à la Geste dans la culture-rugby." Figures de l'Art. Revue d'études esthétiques 11, no. 1 (2006): 95–109. http://dx.doi.org/10.3406/fdart.2006.1403.
Повний текст джерелаLeroux, Yann. "Les jeux vidéo dans le soin." Contraste N° 57, no. 1 (March 20, 2023): 221–42. http://dx.doi.org/10.3917/cont.057.0221.
Повний текст джерелаДисертації з теми "Narration – Dans les jeux vidéo"
Delmas, Guylain. "Pilotage de récits interactifs et mise en oeuvre de formes narratives dans le contexte du jeu vidéo." La Rochelle, 2009. http://www.theses.fr/2009LAROS275.
Повний текст джерелаThe objective of this thesis is to define a new approach of the interactive narrative for video games. This approach has to lead to a game able of building an interactive narrative, adapted to player's behaviour, during the course of execution. We assume this objective implies the definition of a controlling system for narrative in games, and the development of interactive structures of narrative. Our approach consists in proposing architecture which allows to combine interactivity and structuralization of the narrative for the video games. Its principle is to control the execution of the game to guarantee the interest of the narrative while allowing the player's freedom of action. Three propositions will be studied to reach this purpose: a new approach of the interactive narrative for the video games, a software architecture allowing for video game control and a set of data structures required for the controlling system. A state of the art presents a survey of the works having preceded those presented in this report. We first resume the recent works led on the interactive narrative. We make it then a reminder on controlling architectures for systems of production and the links which it is possible to establish between these methods and the control of narrative in games. Then, we present roleplaying games as activity of narrative interactive game, by creating in what he can be a relevant source of inspiration in our situation. Finally, we make an outline of the contribution of semiotics in video games and study a set of known models of narratives. The main contribution consists of a new approach of the interactive narrative in the video games, and a proposition of a controlling system for video games which uses models of the game, of the player, and of narrative construction. It is accompanied with a study on three typical narrative structures: the Aristotelian narrative, the use of dramatic tension as an element of narrative structuralization, and Joseph Campbell's Hero's Journey. For each of these structures, we present a study of its functioning, a proposition of adaptation in structure of interactive narrative and an integration in our main proposition. This contribution is supported by four prototypes having served for validating and for illustrating of the previous propositions: a game of Schoolyard, illustrating the principle of dynamic narrative construction from an autonomous game's environment, a narrative approach of the Tetris game, to identify and pilot an underlying structure of narrative inside a puzzle game, a labyrinth implementing control on several levels of granularity, and finally an adaptation of our controlling system to remotely command a robot and make it play with a human being. Finally, a conclusion presents an outcome of these works, of the contributions and limits brought by our proposition, as well as a set of new perspectives as interactive narrative in multi-players games and dynamic generation of environments for interactive narrative
Maldonado, Lana. "L'engagement narratif dans les jeux vidéo comme engagement d'apprentissage du joueur/apprenant dans des contextes formels et informels." Electronic Thesis or Diss., Université Côte d'Azur, 2024. http://www.theses.fr/2024COAZ2022.
Повний текст джерелаThis doctoral thesis, entitled "Narrative engagement in video games as a learning engagement for the player/learner in formal and informal contexts," is an interdisciplinary work closely linked to other fields such as game studies, ludology, narratology, and sociology. State of the art concerning video games presents a list of research that is interested in the study of learning (formal or informal) of different disciplines and knowledge through video games, as well as studies that focus on the narrative specificities of these games. On the other hand, our interest is in the impact of narrative engagement on learning engagement in formal and informal contexts based on entertainment and serious games.The results of this work thus aim to contribute to reflection on the role of this engagement for the involvement of players/learners in their learning journey. We sought to propose some experimental paths at the end of the research. To understand this possible relationship, this work seeks to investigate the specificities linked to three main elements of this dynamic: the player/learner, the learning context (formal or informal), and the type of video game (serious game and entertainment games). The results come from data analysis collected in a case study carried out with students at the University of Côte d'Azur over 16 months.The thesis is structured into three main parts. The first part brings together theoretical elements linked to the three main pillars of our work (player, context, and video game). From the gathering and crossing of concepts from different fields of knowledge, we seek to understand how video games and learning have been linked throughout history (intentionally or not) and how the mechanisms of narrative engagement and learning work from the use of serious games and entertainment video games for the player/learner. Guided by the reflections from the first part, the second part of this work presents the methodology, the different data collection tools used, and the processing of this data of various natures. Our objective was not to reduce the two types of engagement to a single analytical sphere, but rather to explore them in their various dimensions, which required the construction of a hybrid protocol that articulated data collection tools as diverse as standardized questionnaires, interviews, observation, and video capture. Finally, in the third part of the work, we present the results obtained and propose a multivariate analysis of those collected before, during, and after the video game sessions. At the end of the study, it was possible to observe a relationship between the two types of commitment for the research participants. However, this relationship is conditioned by respect for certain specificities linked to the players, the context, and the games: the player's learning style, the narrative potential of the game, and the interaction between the players
Bélanger-Gagnon, Jean-François. "La conjonction de la narrativité et de la performativité dans le jeu vidéo." Thesis, Université Laval, 2010. http://www.theses.ulaval.ca/2010/26894/26894.pdf.
Повний текст джерелаHogue, Julien-Pierre. "L'imaginaire du genre dans les jeux vidéo." Master's thesis, Université Laval, 2021. http://hdl.handle.net/20.500.11794/69484.
Повний текст джерелаThis study examines the social representations of gender in popular video games, with a special focus on the narrative role of the characters, the sexual division of labour in social imaginary, the intersectionality, the imagery of gendered bodies, and the personality traits. Consequently, the objective of this study can be illustrated by the following question: what is the state of social imaginary of gender in video games? Previous studies were not able to correctly tackle the complexity of the question, either because the data collection only considered video games superficially or the social scientist started with the assumption that the best way to understand representations of gender was to study the gamers themselves. The purpose of this study is to approach cultural productions in a direct and holistic fashion. This will allow the exploration of the current representations of gender in thegaming community, particularly the ones that seem normal or “natural” that can go unnoticed when using another method. Hence, 46 video games were considered and played wholly, which resulted in a total of 950 different characters that were studied. This study will allow a better understanding of gender in popular imaginary of video games, and to consider the challenge to reduce the inequalities between the sexes.
Chauvin, Simon. "Un modèle narratif pour les jeux vidéo émergents." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1261/document.
Повний текст джерелаThis thesis aims to create and evaluate a narrative model for emergent videogames that make extensive use of procedurally generated content. As such, an application of this model is presented within the videogame Minecraft. The usual approach to narratives in videogames can hardly be applied to experiences of play that involve more freedom from the player's perspective, such as what offer emergents videogames. Thus, we aim to provide players with the means to explicitly alter the story in real time, thanks to a context sensitive and modular narrative form. First, we explore the relationship betweenstorytelling and interactivity by studying the various roles held by narratives in videogames. Then, we identify the properties that define emergent videogames to better expose the narrative challenges they represent. Next, we detail our proposal of a narrative model suitable for emergent games as well as the architecture allowing players to transform the story in real time. Finally, we present an experiment in which we evaluate the validity of our narrative model in the context of emergent videogames
Chauvin, Simon. "Un modèle narratif pour les jeux vidéo émergents." Electronic Thesis or Diss., Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1261.
Повний текст джерелаThis thesis aims to create and evaluate a narrative model for emergent videogames that make extensive use of procedurally generated content. As such, an application of this model is presented within the videogame Minecraft. The usual approach to narratives in videogames can hardly be applied to experiences of play that involve more freedom from the player's perspective, such as what offer emergents videogames. Thus, we aim to provide players with the means to explicitly alter the story in real time, thanks to a context sensitive and modular narrative form. First, we explore the relationship betweenstorytelling and interactivity by studying the various roles held by narratives in videogames. Then, we identify the properties that define emergent videogames to better expose the narrative challenges they represent. Next, we detail our proposal of a narrative model suitable for emergent games as well as the architecture allowing players to transform the story in real time. Finally, we present an experiment in which we evaluate the validity of our narrative model in the context of emergent videogames
Bélanger-Gagnon, Charles-Érick. "L'induction du sentiment de présence dans le jeu vidéo." Master's thesis, Université Laval, 2010. http://hdl.handle.net/20.500.11794/21388.
Повний текст джерелаAmmouche, Selim. "Énigme et énigmatique dans les jeux vidéo ˸ jouer avec le sens." Thesis, Sorbonne Paris Cité, 2019. http://www.theses.fr/2019USPCA007.
Повний текст джерелаEnigmas are one of the main obstacles of video games. If some genres require solving puzzles, most games also vary the challenges they face their player with by proposing problems to solve. If the confrontation against enemies or the crossing of platforms seem to be defined elements in video games studies, enigmas introduce a new problem. It is indeed a figure older than video gaming which presents itself through various forms and generates various effects. Faced with such a profusion, a study of video game enigmas should focus on the two poles of the problem: enigma as a figure – rupture it causes in the player's understanding of the game – and the enigmatic effect which, although without any formal enigma, instills a doubt as to the interpretation of the video game experience. On the one hand, a figural analysis of video games must be done while looking back at the evolution of the figure and the major questions (metaphor, mimesis) that it reformulates by operating in a specific way through video game apparatus. On the other hand, enigma and enigmatic and at the core of a consideration of videogame communication devoted to the effects of the game on the player, and also of a poetical consideration since one must reflect on the importance of the effectiveness and the creative force that the player seeking solutions conveys. The great enigmatic structures that develop through video games and can be found in enigmas (such as quest) will shed light on the understanding of the experience of meaning which is at the heart of these hermeneutic issues. While considering enigma as a figure, we draw attention to the fundamental communication matter that that the study of the video game discourse between the game and its player constitutes
Malla, Osman Zahen. "L'attention comme vecteur d'ajustement de la difficulté dans les jeux vidéo." Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1031/document.
Повний текст джерелаIn this thesis, we study attention evaluation methods and their application to the management of difficulty within the context of video games. The consideration of attentional processes plays an important role in the development of human-computer interfaces. The disruption of these attentional processes can be used symmetrically as a variable for adjusting game difficulty. Our first approach was to measure user reaction time, which we did in the context of a serious game. By analyzing the trajectories of a mouse cursor controlled by the player, our approach allows us to detect abnormal reaction time values. This led us to consider how the amount of information displayed on screen could alter player performance. Our second approach, therefore, was to measure the effects produced by variations in the field of view of the virtual camera in a 3D first-person game. Finally, we studied how the distribution of user attention across multiple devices for the execution of a simple task could affect performance relative to the use of a single device. This study showed that the use of two devices in parallel causes a significant increase in difficulty
Veneri, Olivier. "Architecture d'un intergiciel pour la création sonore dans les jeux vidéo." Paris, CNAM, 2009. http://www.theses.fr/2009CNAM0673.
Повний текст джерелаLorsqu'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,. . . )
Книги з теми "Narration – Dans les jeux vidéo"
Zeman, Nicholas B. Storytelling for Interactive Digital Media and Video Games. CRC Press LLC, 2017.
Знайти повний текст джерелаZeman, Nicholas B. Storytelling for Interactive Digital Media and Video Games. CRC Press LLC, 2017.
Знайти повний текст джерелаZeman, Nicholas B. Storytelling for Interactive Digital Media and Video Games. Taylor & Francis Group, 2017.
Знайти повний текст джерелаStorytelling for Interactive Digital Media and Video Games. Taylor & Francis Group, 2017.
Знайти повний текст джерелаPerraton, Charles, Magda Fusaro, and Maude Bonenfant, eds. Socialisation et communication dans les jeux vidéo. Presses de l’Université de Montréal, 2011. http://dx.doi.org/10.4000/books.pum.8994.
Повний текст джерелаBOULANGER, Gaëtan. Dans les coulisses des jeux vidéo Harry Potter. PIX N LOVE, 2019.
Знайти повний текст джерелаMarcus and Philippe Kieffer. Nos jeux vidéo 70-90 : De la raquette de Pong au racket dans GTA, l'irrésistible ascension des jeux vidéo. Hors Collection, 2011.
Знайти повний текст джерелаLacombe, Marc. Nos jeux vidéo 90-2000 : De la raquette de Pong au racket dans GTA, l'irrésistible ascension des jeux vidéo. Hors Collection, 2014.
Знайти повний текст джерелаmp, Matt works. Livre de Coloriage des Jeux VidÉo 01: Vos Personnages de Jeux Vidéo Préférés Dans 30 Illustrations de Haute Qualité Pour Enfants et Adultes. Independently Published, 2020.
Знайти повний текст джерелаLes 1 001 jeux vidéo auxquels il faut avoir joué dans sa vie. FLAMMARION, 2014.
Знайти повний текст джерелаЧастини книг з теми "Narration – Dans les jeux vidéo"
Stora, Michaël. "Le rêve." In Le rêve, 165–84. In Press, 2023. http://dx.doi.org/10.3917/pres.misso.2023.01.0166.
Повний текст джерелаMarti, Marc. "Narration et narrativité vidéoludiques." In Introduction aux théories des jeux vidéo, 191–201. Presses universitaires de Liège, 2023. http://dx.doi.org/10.4000/books.pulg.26259.
Повний текст джерелаTavinor, Grant. "Chapitre VII. Les émotions dans le jeu vidéo." In L’art des jeux vidéo, 201–26. Presses universitaires de Rennes, 2024. http://dx.doi.org/10.4000/books.pur.195829.
Повний текст джерелаTavinor, 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.
Повний текст джерелаStora, Michaël. "Médiation et jeu vidéo : une narration sensorielle. « Ico, c’est moi »." In Médiations numériques : jeux vidéo et jeux de transfert, 325. ERES, 2019. http://dx.doi.org/10.3917/eres.haza.2019.01.0325.
Повний текст джерелаLeroux, 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.
Повний текст джерелаLeroux, 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.
Повний текст джерелаSylla, Arnaud. "Machinarium, un jeu vidéo pour mettre du jeu dans l’impasse." In Médiations numériques : jeux vidéo et jeux de transfert, 183. ERES, 2019. http://dx.doi.org/10.3917/eres.haza.2019.01.0183.
Повний текст джерелаBerry, Vincent, Manuel Boutet, Isabel Colón de Carvajal, Samuel Coavoux, David Gerber, Samuel Rufat, Hovig Ter Minassian, Mathieu Triclot, and Vinciane Zabban. "Les jeux vidéo dans les modes d’habiter." In La fin du Game ?, 11–23. Presses universitaires François-Rabelais, 2021. http://dx.doi.org/10.4000/books.pufr.20147.
Повний текст джерелаVirole, 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.
Повний текст джерелаТези доповідей конференцій з теми "Narration – Dans les jeux vidéo"
Leforestier, Claire. "Fontaines narratives de Jean GIono." In XXV Coloquio AFUE. Palabras e imaginarios del agua. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/xxvcoloquioafue.2016.3039.
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