8 research outputs found

    SpĂ©cificitĂ©s culturelles dans les jeux vidĂ©o : Baldur’s Gate II et Final Fantasy X-2, deux cas exemplaires de concepts de jeu occidentaux et orientaux

    No full text
    Point de dĂ©part À considĂ©rer aujourd’hui le paysage des jeux vidĂ©o en fonction de leurs spĂ©cificitĂ©s culturelles, il apparaĂźt que le marchĂ© europĂ©en ne produit encore qu’une part relativement faible de rĂ©alisations propres. Cela concerne avant tout les jeux pour adolescents et pour adultes, ce qui n’exclut pas que des jeux vidĂ©o destinĂ©s Ă  des enfants – PokĂ©mon, par exemple – ne soient aussi distribuĂ©s et utilisĂ©s Ă  l’échelle du monde. Dans l’espace europĂ©en, ce sont avant tout des je..

    Narrative Mechanics

    Get PDF
    What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics

    Narrative Mechanics

    Get PDF
    What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics

    Games and Rules : Game Mechanics for the "Magic Circle" /

    No full text
    Why do we play games and why do we play them on computers? The contributors of "Games and Rules" take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a "Magic Circle", whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo FabricatoreWhy do we play games and why do we play them on computers? The contributors of "Games and Rules" take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a "Magic Circle", whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo FabricatoreOnline resource; title from PDF title page (publisher's Web site, viewed 30. Apr 2019).WorldCat record variable field(s) change: 050, 082, 65

    GSGS'19 ::4th Gamification & Serious Game Symposium

    No full text
    The GSGS'19 conference is at the interface between industrial needs and original answers by highlighting the playful perspective to tackle technical, training, ecological, management and communication challenges. Bringing together the strenghths of our country, this event provides a solid bridge between academia and industry through the intervention of more than 40 national and international actors. In parallel with the 53 presentations and demos, the public will be invited to participate actively through places of exchange and round tables

    Le livre pour enfants

    No full text
    La littĂ©rature pour enfants, encore peu Ă©tudiĂ©e Ă  l’universitĂ© en France, a pourtant Ă©tĂ© dĂ©frichĂ©e par une gĂ©nĂ©ration de hercheurs « pionniers » parmi lesquels Isabelle NiĂšres-Chevrel, professeur Ă  l’universitĂ© Rennes 2 de 1969 Ă  2004, occupe une place essentielle. Ce volume rassemble prĂšs d’une vingtaine de contributions qui lui sont offertes en hommage au travail accompli durant ces annĂ©es de recherche, et surtout dans l’idĂ©e d’un fĂ©cond passage de relais entre les gĂ©nĂ©rations. Parmi ces « jeunes » chercheurs, plusieurs sont ou ont Ă©tĂ© ses Ă©tudiants, beaucoup se sont nourris de ses rĂ©flexions, tous incarnent la force d’une gĂ©nĂ©ration dĂ©sormais convaincue que le livre destinĂ© Ă  l’enfance mĂ©rite un regard critique aussi aigu et exigeant que les formes littĂ©raires et artistiques les plus lĂ©gitimĂ©es. Formes Ă©ditoriales, rĂ©Ă©critures et traductions, interprĂ©tations par l’image, illustration et crĂ©ation graphique pour l’enfance : tous les sujets qui ont fait l’objet des travaux d’Isabelle NiĂšres-Chevrel trouvent ici des prolongements divers et neufs, portĂ©s par des chercheurs français mais aussi belges, suisses, allemands, espagnols, anglais, canadiens ou amĂ©ricains
    corecore