Academic literature on the topic 'Jeux psychologiques'
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Journal articles on the topic "Jeux psychologiques"
Edmunds, Gillette, and José Grégoire. "Jeux psychologiques et décisions financières." Actualités en analyse transactionnelle 126, no. 2 (2008): 33. http://dx.doi.org/10.3917/aatc.126.0033.
Full textThunnisen, Moniek M., and Steffi Tarade. "Tout est dans le jeu psychologique : le travail avec les jeux psychologiques et les sentiments parasites." Actualités en analyse transactionnelle 126, no. 2 (2008): 23. http://dx.doi.org/10.3917/aatc.126.0023.
Full textCraipeau, Sylvie, and Bertrand Seys. "Jeux et Internet : quelques enjeux psychologiques et sociaux." Psychotropes 11, no. 2 (2005): 101. http://dx.doi.org/10.3917/psyt.112.0101.
Full textHudelot, Alexis. "Les jeux vidéo de tir à la première personne (FPS) et le Pentagone : les limites du récit pour la science politique." Articles 34, no. 2 (July 30, 2015): 17–38. http://dx.doi.org/10.7202/1032505ar.
Full textLe Guernic, Agnès. "Résoudre les conflits relationnels avec la grille des jeux psychologiques." Actualités en analyse transactionnelle 169, no. 1 (2020): 14. http://dx.doi.org/10.3917/aatc.169.0014.
Full textTsuchigahata, Mikako, Miguel M. Terradas, Garine Papazian-Zohrabian, and Olivier Didier. "Expression symptomatique et symbolique du traumatisme chez les enfants réfugiés ayant été exposés à la guerre." La psychiatrie de l'enfant Vol. 66, no. 2 (November 13, 2023): 245–81. http://dx.doi.org/10.3917/psye.662.0245.
Full textWoods, Ken, and José Grégoire. "Théorie des jeux psychologiques et niveaux de défense : une présentation de cas." Actualités en analyse transactionnelle 126, no. 2 (2008): 8. http://dx.doi.org/10.3917/aatc.126.0008.
Full textBernadet, Sabrina, Diane Purper-Ouakil, and Gregory Michel. "Typologie des jeux dangereux chez des collégiens : vers une étude des profils psychologiques." Annales Médico-psychologiques, revue psychiatrique 170, no. 9 (November 2012): 654–58. http://dx.doi.org/10.1016/j.amp.2012.09.002.
Full textFournier, Laurent Sébastien. "La production ludique de l’identité." Ethnologies 32, no. 1 (January 17, 2011): 175–93. http://dx.doi.org/10.7202/045218ar.
Full textMondoux, 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.
Full textDissertations / Theses on the topic "Jeux psychologiques"
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.
Full textThe 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
Mailloux, Yannick. "Les marqueurs psychologiques associés à la pathologie a l'égard des jeux de hasard et d'argent chez les adolescents et les jeunes adultes." Thesis, University of Ottawa (Canada), 2003. http://hdl.handle.net/10393/29031.
Full textMercier, Jonathan. "Cognitions des parieurs sportifs." Doctoral thesis, Université Laval, 2019. http://hdl.handle.net/20.500.11794/33999.
Full textSports betting is the second most frequently form of gambling, after video lottery terminals (VLTs), associated with pathological gambling (PG; Williams et al., 2002). However, little is known about the profile of sports bettors and their cognitions. So far, gambling studies have mainly been conducted with pure chance gamblers. Consequently, skills game gamblers are often evaluated with tools that have not been adapted to the structural characteristics of these games. Considering the frequent associations between gamblers’ cognitions and PG, acquiring further knowledge about the links between sports bettors’ cognitions and their gambling behaviors is essential. Hence, this thesis aims to explore sports bettor’s characteristics and to document the risk factors specific to this form of gambling activity, including their cognitions. The first study of this thesis is a systematic review of studies published between 1980 and 2014 that included a sample of sports bettors. It aims to document their gambling habits, their cognitions, as well as data from studies that aimed to determine whether sports betting skills increase their odds of winning. Of the 991 studies identified in the databases, 31 met the inclusion criteria of this review. The data collected indicate that sports betting studies were primarily conducted among men aged 30 to 50 who bet several times a week and spend about $100 to $200 CAD weekly. Eleven studies reported data on the cognitions of sports bettors. The results suggest that sports bettors believe that their abilities impact their odds of gaining money during a gambling session, and that it is possible to become better at sports betting. Out of five studies reporting results on the impact of skills, three showed that sports bettors predict sporting results better than chance, but they do not make more money than a random selection because of the structure of the game. Clinical recommendations and future research are formulated. Among these, it is proposed to conceptualize the cognitions of sports bettors as "at risk" rather than as erroneous, and to educate sports bettors about current knowledge on the impact of skills on gambling. The second study of this thesis aims to develop and validate the Inventaire des Cognitions à Risque — Loteries Sportives (ICR-LS) as well as (1) to determine the factor structure of the IRC-SL, (2) to verify its convergence validity with the Gambling Related Cognition Scale (GRCS, Raylu and Oei, 2004, French version: Grall-Bronnec et al., 2012), gambling habits and gambling problem severity, and (3) to study the links between monthly hours devoted to the preparation of bets for sports lotteries during betting season and gambling habits of participants. A total of 272 sports bettors, mostly men (86.5%) in their twenties (M = 26.7 years) from the university community (88.3%) compose the sample. Principal component analysis results indicate that the instrument has two factors (superstitions and abilities), strong internal consistency (alphas > .85) and good convergent validity with the GRCS. The associations between the average IRC-SL score, the annual amount spent on lotteries, preparation of bets and gambling problem severity, and monthly playing frequency are, however, negligible. These results could be explained by the practically absent contribution of the superstitions scale to the associations, the use of a five-level Likert scale as well as the absence of others cognitive themes that may have potentially enhanced the instrument. In light of the results obtained, it is suggested to conduct focus groups with sports bettors to identify a maximum of relevant cognitive themes. Subsequently, it would be relevant to improve the instrument by carrying out a new experiment and to evaluate its temporal stability.
Perrot, Bastien. "Repérage des problèmes liés à la pratique des jeux de hasard et d'argent sur Internet." Thesis, Nantes, 2018. http://www.theses.fr/2018NANT1033/document.
Full textGambling is a leisure activity which can turn out to be problematic. Indeed, some gamblers can lose control over their gambling practice and suffer negative social, personal or professional consequences. Moreover, people who gamble online seem to be particularly at risk of gambling problems. Screening of problematic gambling practices, in particular on the Internet, is an important step in the setting of prevention measures. The main objective of the present thesis was to define a typology of online gambling behaviors, in order to identify risky gambling behaviors. A multilevel latent class cluster analysis was performed based on player account-based data of gamblers owning an account on a gambling operator website. The model highlighted distinct clusters of monthly gambling behaviors, including ones corresponding to likely problematic gambling behaviors. We also identified gamblers profiles, some of which could correspond to at risk gamblers. By linking these results with gambler reported data collected through questionnaires, it would be possible to set up targeted prevention measures, adapted to gamblers profile
Cador, Delcourt Mathilde. "L'addiction aux jeux vidéo : une activité auto-érotique ? : approche des fonctions du jeu vidéo dans l’économie psychique des joueurs." Toulouse 2, 2007. http://www.theses.fr/2007TOU20051.
Full textThe increasingly early and extended practice of video games seems to lead the researchers towards the study of its bonds and its effects on the gamers according to four principal axes: modifications of social relations-ship, relation between real and virtual, violence and addiction. The alarming consequences related to an abuse lead us to privilege the analysis of video game addiction, by including the support of game, under the angle of the functions of this activity in the psychic economy of gamers in order to succeed, in the future, with the proposal for adapted therapeutic solutions. The population comprises 52 gamers: 25 old from 15 to 17 years, 27 of more than 18 years; 27 in high phase of play and 25 in low phase. The tools used are SCL-90-R, EAJV, TCA and KAPP. The results indicate that, in our population, video game can be found as an activity of use and temporary addictif installation in the gamers having a neurotic structure of the personality, and as a significant addictive activity at those having a borderline organization. The support of game, which can be invested symbolically by the gamers, can give place to an addiction that maximizes the total level of addiction. The video games can have, in the psychic economy of the gamers, autoerotic and self-medication functions. The best activities of replacement to this practice seem to be, according to gamers', those which have an anal and phallic symbolic
Poulin, Roxanne. "Prédiction de l'expérience plaisante en fonction de la performance, la difficulté et la familiarité au jeu en contexte de jeux vidéo." Master's thesis, Université Laval, 2018. http://hdl.handle.net/20.500.11794/30224.
Full textKobiyh, Miloudi. "Contribution à la théorie des jeux psychologique : modélisation des comportements et problèmes de coopération." Caen, 2009. http://www.theses.fr/2009CAEN0639.
Full textJanotta, Patrick. "Aspects psychanalytiques, psychiatriques et psychologiques du jeu et du joueur d'échecs." Montpellier 1, 1995. http://www.theses.fr/1995MON11118.
Full textBenhsain, Karim. "Conceptions erronnées des jeux de hasard selon le niveau de connaissances en statistiques." Master's thesis, Université Laval, 2002. http://hdl.handle.net/20.500.11794/46801.
Full textFaydel, Josette. "Les jeux du vrai et du faux "je" : une photobiographie." Paris 1, 1992. http://www.theses.fr/1992PA010573.
Full textOnly short fragments of photobiographies existed before. The author presents herself as the Marcel Duchamp's adopted grand-daughter, a ready-made one. M. D. Would be a harbinger of the style, with a conference given in the U. S. A. : apropos of myself. This peculiar kind of self-biography plays with the eye of a theater photographer, turned towards what can be seen, avoidind therefore the III celebration, that duchamp rejected. The sequences of images take other biographies, of writters and artists, on which the exjournalist inquieres. The multiple "I" is looking for a lost completude, white king on a black square of a starting chess game. One of the two east-west poles is Japan, other sort of the elsewhere otherwise. The journey is incribed in an eight squares french window, reminding duchamp's fresh widow, which blindness is a repeated theme for the apprentice absolute voyeur. The one whose name is partly fay, in other terms : beech, can see, throughout her real window, a red beech, carrying all the written pages like new leaves. There is a ninth added part, that offers four photographic possible ways to end the game. Nine being the number of the cosmical tree, announces a new cycle
Books on the topic "Jeux psychologiques"
Sainvilus, Octave. Mémoires quotidiennes, ou, Jeux socio-ethno-psychologiques sur la mentalité haïtienne. P-au-P, Haïti, WI: [s.n.], 1997.
Find full textVignola, Jean. Determinez votre personnalite par les tests psychologiques: Epreuves de jeux, dessins, graphologie, imagination, memoire, intelligence, caractere. Paris: De Vecchi, 1985.
Find full textBerloquin, Pierre. Testez-votre quotient intellectuel. Alleur, Belgique: Marabout, 1991.
Find full textJaques, Karin. Jeux de miroirs: Conte psychologique pour adultes. Berne: P. Lang, 1988.
Find full textGenvo, Sébastien. Introduction aux enjeux artistiques et culturels des jeux vidéo. Paris: Harmattan, 2002.
Find full textBook chapters on the topic "Jeux psychologiques"
Larrieu, Maxime, Bruno Rocher, and Séverine Erhel. "Les enfants et les écrans." In Les enfants et les écrans, 73–86. Retz, 2023. http://dx.doi.org/10.3917/retz.cordi.2023.01.0073.
Full textde Miribel, Marielle. "25. Jeux psychologiques dans la relation." In Bibliothèques, 383–98. Éditions du Cercle de la Librairie, 2013. http://dx.doi.org/10.3917/elec.miri.2013.01.0383.
Full textHine, Jenni, and E. Fischer. "La nature bilatérale et continue des jeux psychologiques." In Le rôle de la relation, 53–79. NORPPA, 2021. http://dx.doi.org/10.3917/norppa.harg.2021.01.0053.
Full textLagadec, M., and M. Grall-Bronnec. "Vulnérabilité psychologique." In Le Jeu Pathologique, 65–68. Elsevier, 2012. http://dx.doi.org/10.1016/b978-2-294-72671-2.00013-1.
Full textTisseron, Serge. "Chapitre 26. Développer l’empathie dès la maternelle pour s’opposer à la violence : le jeu des trois figures." In Violences psychologiques, 292–301. Dunod, 2014. http://dx.doi.org/10.3917/dunod.smith.2014.01.0292.
Full textChaplain, Didier-Luc. "Les processus psychologiques en jeu du côté des professionnels." In Des psychologues auprès des tout-petits, pour quoi faire ?, 59. ERES, 2006. http://dx.doi.org/10.3917/eres.delou.2006.01.0059.
Full textMolinier, Pascale. "Jack le masochiste." In 24 heures chrono, naissance du genre sécuritaire ? Librairie Philosophique J. Vrin, 2022. http://dx.doi.org/10.53984/philoseries06439.
Full textDubois, Amandine. "Etude de la douleur dans les troubles du développement." In Pratiques et interventions en psychologie de la santé, 79–92. Editions des archives contemporaines, 2020. http://dx.doi.org/10.17184/eac.3187.
Full textABOAB, Deborah, Eve-marie ROLLINAT-LEVASSEUR, and Donatienne WOERLY. "L’interculturel au prisme d’une pédagogie de la réussite étudiante." In "L'interculturel" dans l’enseignement supérieur, 193–210. Editions des archives contemporaines, 2022. http://dx.doi.org/10.17184/eac.5004.
Full textDELBARRE, M., and F. FROUSSART-MAILLE. "Le blessé oculaire balistique." In Médecine et Armées Vol. 46 No.5, 439–46. Editions des archives contemporaines, 2018. http://dx.doi.org/10.17184/eac.7314.
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