Dissertations / Theses on the topic 'Jeux psychologiques'
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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
Leblanc, Marie-Cécile. "L'engagement dans le jeu de rôle : analyse interactionnelle et didactique des jeux de rôles en Français Langue Etrangère à Hong Kong." Rouen, 2001. http://www.theses.fr/2001ROUEL406.
Full textNone or few studies on role-plays have so far considered them as interactions as such. The present thesis precisely aims to demontrate that improvised role-play practiced in a french as a foreign language class is one particular type of verbal interaction because of it's complexity. .
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.
Full textThis 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
Martinez, Frédéric. "Lien entre l'annonce du résultat d'autrui, l'illusion de contrôle et la prise de risque dans un jeu de hasard et d'argent : Validation expérimentale, Modélisation, Application." Toulouse 2, 2004. http://www.theses.fr/2004TOU20084.
Full textThe aim of this work is to test the impact of another person's gain or losses on the risk taking in a gamble. First of all, it is suggested such a notification constitutes an interpersonal reference point when coding the various options of bets. Results show that being notified of another person's gains or losses increases risk taking - riskier bets are chosen. This increase in risk taking is in direct relation with the notified amount of gains or losses. Then, the causal model wherein the effect of this announcement on risk taking is mediated by thez illusion of control. Risk taking is measured by investment ratio and by the winning odds of the chosen bets. Illuson of control is measured by a subjectives estimations, and by duration of betting decision. Lastly, the findings may suggest a first theoretical and applied implication of this causal model
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.
Full textCloutier, Martin. "Messages correcteurs ciblés et pauses : des outils efficaces à l'atteinte du jeu responsable?" Master's thesis, Université Laval, 2004. http://hdl.handle.net/20.500.11794/45014.
Full textAttigui, Patricia. "Jeu, transfert et psychose." Paris, EHESS, 1989. http://www.theses.fr/1989EHES0301.
Full textThis research work on transference and counter-transference originated in theatrical experiments carried out with psychotic patients from a day-care unit. To elicit a "play-field" within psychosis appeared as a necessity not only because it considerably upsets the psychotic's terrifying need to stay within bounds but also because it provides him with a vital breathing space in his attitude towards law. Identifying with a character seems to usher in psychic restructuring. Laughter, humour and derision allow the subject to "tame his insanity" and to show others a different face. Appealing to emotions, to memories through play, gives the subject an opportunity to reshape his view of the world through niew experiences. Thus, being able to start anew, the mechanisms of defence and the symbolic function seem to be restored. The theatrical stage may and should become the medium fostering communication from unconscious to unconscious. Out of this process the stage-directing therapist, integrating what is revealed by his patient, is given an insight into himself and the other. The therapeutic effect thus depends on this interaction between the therapist and the patient on the one hand, the stage-director and the actor on the other hand. Therefore, theses experiments may enable us to comprehend more fully the very nature pf the psychotic phenomenon
Hong, Young-Hee. "Le Jeu entre deux forces antagonistes comme principe de création." Université Marc Bloch (Strasbourg) (1971-2008), 2004. http://www.theses.fr/2004STR20010.
Full textGiroux, Isabelle. "Les fausses croyances et les pertes perçues comme étant presque gagnantes à la loterie vidéo." Doctoral thesis, Université Laval, 2003. http://hdl.handle.net/20.500.11794/44394.
Full textCantinotti, Michael. "Can gamblers beat randomness? : an experimental study on sport betting." Master's thesis, Université Laval, 2002. http://proquest.umi.com/pqdweb?did=766575321&sid=17&Fmt=2&clientId=9268&RQT=309&VName=PQD.
Full textBouchard, Marc-André. "L'influence de l'expertise aux jeux vidéo sur l'expressivité émotionnelle et l'expérience subjective des joueurs." Master's thesis, Université Laval, 2017. http://hdl.handle.net/20.500.11794/28059.
Full textFerrari, Vincent. "Perception dynamique au jeu d'échecs." Aix-Marseille 1, 2004. http://www.theses.fr/2004AIX10085.
Full textHajji, Michel. "La création virtuelle dans le jeu vidéo : un outil de travail clinique. Sortie du mutisme adolescent par sa progéniture virtuelle." Thesis, Sorbonne Paris Cité, 2018. http://www.theses.fr/2018USPCC075.
Full textThis entails a research project which arose in response to a need in clinical work with several young adolescents from diverse backgrounds exhibiting “selective mutism”. Their refusal to speak on the psychologist's couch posed a challenge in therapy. We therefore created a mediation apparatus composed of a life simulation video game and a fictional genogram. We attempted to demonstrate that the teenagers in question can recover verbal symbolization not requiring access to the real version of their family histories which are at the root of the problem. Fictional creativity and the interpersonal work with the psychologist can suffice. Theories on symbolism and subjectivation as well as trans-generational psychoanalysis are at the heart of the notions which allowed us to understand and to conceptualize the process we put in practice
Fiset, Nadine. "Impact des quasi-succès à la roulette informatisée auprès de joueurs occasionnels et de joueurs pathologiques." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape10/PQDD_0004/MQ41899.pdf.
Full textBrevers, Damien. "Neurocognitive exploration of pathological gambling." Doctoral thesis, Universite Libre de Bruxelles, 2012. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/241301.
Full textSoriano, Delphine. "Outils d'évaluation du design de l'avatar dans l'engagement du joueur." Electronic Thesis or Diss., Paris, CNAM, 2016. http://www.theses.fr/2016CNAM1104.
Full textIn this thesis, we produce measurement tools to characterize the design of an avatar and evaluate the player’s engagement. These are two critical points for the design of video games and serious games. Engagement is widely studied in different research fields and it is not defined yet. The feeling of presence and the desire to pursue the game are two elements of the player’s engagement. Theoretically, the feeling of responsibility is also a part of it. This sensation can be similar to the player experience. The player and the game form a dynamic system. The graphical environment is part of this system. Its semantic aspects or its consistency keeps the player engaged. On the other hand, the avatar is a dynamic object from this virtual environment of the game. Its character design has an impact on one's behaviors in virtual environments and in the video game. Some tools and methods seem effective to measure the player’s engagement, describe the player’s behaviors or characterize an avatar. But these tools and classifications are unsuitable for research studies in video games and for designers. We conducted three experiments to test the effectiveness of our methods and tools. First, we define the feeling of responsibility in video games. The results show that this feeling is a component of the player's engagement and it can be measured. We propose a method and we test our classification of video games' images. This classification can be used by designers. Its use can occur interesting theoretical analysis of images. Finally, we design a video game, Sympathy, dedicated to studies on the avatar and the player’s engagement. We conclude that avatars' design according to our classification have influenced the behavior of play
Taillefer, Alain. "Les loteries télévisées, leur contenu et la notion de hasard." Master's thesis, Université Laval, 2002. http://hdl.handle.net/20.500.11794/46577.
Full textGendron, Lyne. "Analyse des séquelles psychologiques de l'abus sexuel à travers le jeu libre d'enfants de 2 à 7 ans." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/mq33652.pdf.
Full textOzoux, Teffaine Ombline. "Etude des processus psychologiques mis en jeu dans l'adoption d'enfants âgés élevés jusqu'alors dans un même foyer nourricier." Paris 10, 1985. http://www.theses.fr/1985PA100100.
Full textFéry, Yves-André. "Les déterminants cognitifs du jugement de coi͏̈ncidence d'une trajectoire de balle avec une cible." Paris 5, 1993. http://www.theses.fr/1993PA05H062.
Full textCaron, Anne. "Verbalisations erronées et prise de risques des joueurs de loterie vidéo." Master's thesis, Université Laval, 2000. http://hdl.handle.net/20.500.11794/42040.
Full textGuardiola, Emmanuel. "Méthode de game design pour la création d’un profil psychologique du joueur." Electronic Thesis or Diss., Paris, CNAM, 2014. http://www.theses.fr/2014CNAM0900.
Full textCan we track psychological player’s traits or profile through gameplay or, at least, when the player is engaged in a ludic experience? We propose a game design methodology dedicated to the generation of psychological profile of the player. The main experimentation, a vocational guidance game, was created with academic experts and industrial game developpers. The first results set the basis of the exploration of a field at the crossover of computer sciences, in particular game design, psychology and cognitive sciences
Hamel, Alexandre. "Exploration de l’effet de la privation de sommeil sur les comportements de jeu chez les joueurs de poker en ligne." Doctoral thesis, Université Laval, 2020. http://hdl.handle.net/20.500.11794/67404.
Full textRyckebusch, Céline. "Développement des compétences pragmatiques avant trois ans : communication avec le père et avec la mère selon le type d'activité." Poitiers, 2000. http://www.theses.fr/2000POIT5028.
Full textPelletier, Marie-France. "L'effet des connaissances en mathématiques sur les comportements de jeu et les perceptions erronées." Master's thesis, Université Laval, 2005. http://hdl.handle.net/20.500.11794/43447.
Full textGetz, Isaac. "Stratégies et base de connaissance dans le développement d'une habileté cognitive." Paris 5, 1993. http://www.theses.fr/1993PA05H065.
Full textThis work deals with the cognitive development in the domain of chess, domain often considered as the drosophila of the cognitive psychology. The exhaustive and critical review of thirty years of research in this domain allowed me to find out that the researchers studied essentially the chess expertise and not its development (see also french & sternberg. 1991). In order to study the latter i have made to cholces motivated by theoretical and methodological arguments : (1) to consider only a little fragment of the global chess skill, that of castling : (2) to study the development of the castling skill among children novices (often called "universal novices") from the very beginning of their chess learning in the specialized chess school. To elaborate the castling skill development model i have adapted the karmiloff-smith (1986, 1990) cognitive development theory concerning the strategies. I have also integrated in my model another traditional cognitive development factor, that of knowledge base. The model's empirical validation concerning the strastegies was accomplished through the chess games' protocol analysis, while the validation concerning the knowledge base was carried on through the chess positions' immeddiate recall both in the intenttional and unintentional conditions. I have also elaborated a connectonist mechanism for a pilot simultation. It has contributed to a better understanding of the castling skill development thanks to the isolation of the connectionist type "micro"-structures. This work also offers a rather deep state-of-art presentation of
Ferland, Francine. "Évaluation d'un programme de prévention des habitudes de jeu." Doctoral thesis, Université Laval, 2002. http://hdl.handle.net/20.500.11794/46781.
Full textMoreau, Axelle. "Le tilt au poker en ligne : description, mesure et lien avec le jeu excessif." Thesis, Toulouse 2, 2016. http://www.theses.fr/2016TOU20017/document.
Full textStudy 1: A total of 16 relevant studies were identified. Several factors predicting excessive gambling were identified (stress, internal attribution, dissociation, boredom, negative emotions, irrational beliefs, anxiety and impulsivity). Finally the validity of the tools used to measure excessive or problematic gambling and irrational belief are not suitable for online poker. Study 2: The Tilt would be related to both loss of control and negative emotions (e.g. anger, frustration) and associated to dissociative experiences but transitive ones. The Tilt, as a result of intern and extern events, would impact behavioral, cognitive and emotional process. Study 3: The OPTS, a 17-item self-report questionnaire, measures the frequency of Tilt episodes associated with online poker. Items were created based on the literature and 10 semi-structured interviews conducted on 10 online poker players. The scale is composed of 2 factors, namely “emotional and behavioral Tilt” and “cognitive Tilt”. Study 4: Our findings evidenced that frequency of Tilt episodes is a significant predictor of excessive online poker gambling. As far as frequency of Tilt episode is concerned, irrational beliefs such as “incapacity of preventing to play” and “positive interpretation for paying” would be predictors. As a consequence, the Tilt and irrational beliefs are strongly associated with excessive online poker gambling
Fournier, Patricia-Maude. "Correction des perceptions erronées à l'égard du hasard chez les jeunes du primaire 5 et 6." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ55754.pdf.
Full textVillez, Barbara. "L'activité de jouer et ses conséquences dans l'apprentissage des langues." Paris 3, 1994. http://www.theses.fr/1994PA030099.
Full textThe object of this thesis is to examine play as a technique in language learning. To this effect, play theory, definitions of play, its functions and a typology of games, especially as they correspond to different age groups, were studied. Particular attention was paid to the distinction between games, structured activities with rules, and play which encourages creativity, imagination and spontaneity in language classes. A model of play was developed as an instrument for the evaluation of games and activities used in languages courses. The second part contains an examination of the games proposed in primary and secondary schools, in the foreign language courses in theses classes as well as in continuing education classes. Also examined is the silent way, a methodology based on play. The third part is a study of the real use of games in courses observed, the application of play technique in difficult language teaching situations such as legal english, and the implicaltions of all this on teacher training
Torossian, Valérie. "Des interventions ludiques auprès d'enfants hospitalisés : approche psycho-dynamique." Paris 5, 2004. http://www.theses.fr/2004PA05H034.
Full textThis work analyzes -under the scope of clinic psychology- the situation of hospitalized children facing play interventions. The psychodynamic components involved by and within this new approach will be extracted, statrting from children's proper exepriences. Our results confirm the hypothesis that play interventions are used by the child as opportunities to communicate about the experiences he has to make durring his hospitalization. A "transitional space" appears beyond the recreational aspect, becoming a "play-envelope" which symbolizes a "psychic space" shared by the child, and his family and medical surrounding. In such space, everyones's concerns about ilness, disableness or death may show up and interact
Lambert, Marie-Renée. "Les conceptions erronées de jeu chez les joueurs de loterie." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ60727.pdf.
Full textSarda, Elisa. "Les effets des jeux vidéo à contenu sexiste sur l'objectivation de la femme et sur les stéréotypes de genre." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAH026/document.
Full textIn our society, women are sexually objectified and are the target of sexist behaviors. Media and video games are a main channel of sexism and objectification of women. Several studies show that video game can impact players’ behavior. However the influence of sexist video games on negative perception of women is rather indefinite. In this thesis, we study the possible relationship between video games and the negative perception of women, to focus on its psychological mechanism. We argue that video games can work as a prime, activating in players’ memory some association between women and object, or some association between self-concept and masculinity, which in turn can increase negative perception of women. We also hypothesize that men, or players who highly identified with sexist game characters, are most impacted by sexist content of video games.In three studies we showed that there is an association between playing sexist video games and sexist attitudes, or women objectification. However we do not find that men are most impacted than women. Thus in other studies we test the moderating role of identification with sexist game character. In one study we show that players who highly identified with sexist game character associated more their self-concept with masculinity and gave more importance to women appearance rather than to her competence. In two other studies, we show that playing with sexist video game increases implicit associations of women with objects (especially for participants who highly identified with sexist game characters); however in the last study we do not replicate this result. Taken together, these studies show that regular video game playing is related to negative perception of women. Our results also suggest that identification plays a role in the impact of sexist video games and they encourage us to consider sexist content of video games as a prime that can make accessible some mental representations about one self or about women
Gendron, Annie. "Influence de la sévérité de la consommation de substances psychoactives, de la détresse psychologique et de l'impulsivité sur la sévérité des habitudes de jeux de hasard et d'argent à l'adolescence." Thèse, Université du Québec à Trois-Rivières, 2012. http://depot-e.uqtr.ca/6168/1/030403993.pdf.
Full textGuardiola, Emmanuel. "Méthode de game design pour la création d’un profil psychologique du joueur." Thesis, Paris, CNAM, 2014. http://www.theses.fr/2014CNAM0900/document.
Full textCan we track psychological player’s traits or profile through gameplay or, at least, when the player is engaged in a ludic experience? We propose a game design methodology dedicated to the generation of psychological profile of the player. The main experimentation, a vocational guidance game, was created with academic experts and industrial game developpers. The first results set the basis of the exploration of a field at the crossover of computer sciences, in particular game design, psychology and cognitive sciences
Soriano, Delphine. "Outils d'évaluation du design de l'avatar dans l'engagement du joueur." Thesis, Paris, CNAM, 2016. http://www.theses.fr/2016CNAM1104/document.
Full textIn this thesis, we produce measurement tools to characterize the design of an avatar and evaluate the player’s engagement. These are two critical points for the design of video games and serious games. Engagement is widely studied in different research fields and it is not defined yet. The feeling of presence and the desire to pursue the game are two elements of the player’s engagement. Theoretically, the feeling of responsibility is also a part of it. This sensation can be similar to the player experience. The player and the game form a dynamic system. The graphical environment is part of this system. Its semantic aspects or its consistency keeps the player engaged. On the other hand, the avatar is a dynamic object from this virtual environment of the game. Its character design has an impact on one's behaviors in virtual environments and in the video game. Some tools and methods seem effective to measure the player’s engagement, describe the player’s behaviors or characterize an avatar. But these tools and classifications are unsuitable for research studies in video games and for designers. We conducted three experiments to test the effectiveness of our methods and tools. First, we define the feeling of responsibility in video games. The results show that this feeling is a component of the player's engagement and it can be measured. We propose a method and we test our classification of video games' images. This classification can be used by designers. Its use can occur interesting theoretical analysis of images. Finally, we design a video game, Sympathy, dedicated to studies on the avatar and the player’s engagement. We conclude that avatars' design according to our classification have influenced the behavior of play
Hasan, Youssef. "Modulateurs, médiateurs et effets à court et long terme des jeux vidéos violents sur les conduites agressives." Thesis, Grenoble, 2012. http://www.theses.fr/2012GRENH034/document.
Full textViolent video games are considered as a risk factor for violence. A fairly broad consensus today is shared among the majority of researchers. A new generation of research must now work to determine 1. if there are more at risk player profiles 2. causal mechanisms by which violent video games increase aggressive behavior. Through six studies including a cross-sectional research and five experimental research studies, we provide a new perspective on the mediators and moderators of violent video game effects on human aggression
Aghakhani, Nader. "Le processus de symbolisation à travers le "jeu" des "gens de l'air"." Paris 13, 2004. http://www.theses.fr/2004PA131030.
Full textIn the study of the care system of a community in the South of Iran (ahle hava), practices which enable the bâbâ (healer) to offer to a person the possibility of "regaining the taste of life" by series of rituals were to be located. The "metapsychology of the taking care" of this community is composed of the stages of taking charge of the patient, and his healing. The subject is pummeled around the body. This process ends with the naming of a wind (the spirit, the evil which haunts him). By considering "aparticular experience" in a "system of thought", this method is used for creating a point of identify. The latter will cause of a whole construction of identity, by offering a peculiar adventure. The theory of drive or "the mythology of psychanalysis" seems to be the most appropriate way to read and decipher the mental functionalities which mobilize and articulate this therapeutic undertaking. The instinct being an "amount of activity" of the psychic apparatus, is the energy which drives the subject and which has to be symboliezd definitely. The enigma which is behind this force could only find its significane when introduced in an "intersubjective dialectics". It seems that in the ritual of the ahle hava the establishment of this dialectics based on the desire and the knowledge possessed by the other, is the aim to be reached. In such situations, the transfer and the language become therapeutic invariants, hidden behind cultural particularities. The handling of these two concepts according to various theories and their cost differ in each culture. When the bâbâ offers naming, a wedding and a sacrifice for the adaptation, the psychanalist being in the quest of a truth of the subject, offers an elaboration and a construction which are based on an unbinding work and "a crossing of juvenile periods", when going into it thoroughly. In the both cases, the result isa "change of attitude of the subject towards his illness"
Taquet, Pierre. "Addiction au jeu vidéo : Processus cognitifs émotionnels et comportementaux impliqués dans son émergence, son maintien et sa prise en charge." Thesis, Lille 3, 2014. http://www.theses.fr/2014LIL30029/document.
Full textVideo game addiction is not yet a fully recognized diagnosis. To address this phenomenon, we question the concept of addiction without substance. Known as a behavioral addiction in DSM-V, pathological gambling is the prototype of addictions without substance. The excessive use of video games has been the subject of multiple comparisons with pathological gambling. With the advent of Internet, research and the clinical approach have highly focused on the excessive use of online games. In light of the current literature, we have chosen to address video game addiction according to the plurality of existing games and the different games modes. Our research lies in the scope of cognitive psychology and is rooted in the Cognitive Behavioral Therapy approach. The first study allows to specify the emotional, cognitive and behavioral functionings of assiduous video game players. We describe a set of psychological phenomena that are resonant with the current literature on video game addiction. In addition, some cognitions of players draw near to anticipatory, relief-oriented and permissive beliefs described by Beck et al. (1993). For us, specific cognitions and behaviors underlie an attention process which is directed towards the game for some and outwards of the game for others. We explore different game moments: before, during and after the game but also, at the moment of winning and losing. Comparisons between the game moments reveal a dynamic of emotions, cognitions and behaviors related to the game. The second study involves the operationalization of psychological variables identified in the first study and the construction of a new measure of video game addiction. This questionnaire allowed us to establish separate groups of players considered excessive and non-excessive video game players. Between these players, we performed statistical comparisons based on the emotions, cognitions and behaviors that are specific to our studies. From our results, therapeutic proposals related to CBT are discussed. An adaptation of addiction model of Beck et al. (1993) is proposed. Two case studies allow to illustrate these results and to address the specific clinical approach of the video game addiction. In addition to the conclusions related to our work, we discuss on new research avenues that seem to predict future studies on video game addiction. Even if we remain cautious, some current data converge towards the link between addiction and excessive use of video games. Our findings are added to this argumentation. With the proposal of "Internet gaming disorder" in Section III of the DMS-V, it is all the more necessary to continue studies
Cantinotti, Michael. "Évaluation de la perception de déficit de contrôle et de l'excès aux appareils de loterie vidéo." Doctoral thesis, Université Laval, 2007. http://hdl.handle.net/20.500.11794/19466.
Full textGaetan, Sophie. "Monde virtuel et avatar : de la mise en scène de soi à l'addiction." Thesis, Aix-Marseille, 2012. http://www.theses.fr/2012AIXM3056.
Full textVideo 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