Academic literature on the topic 'Jeux vidéo narratifs'
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Journal articles on the topic "Jeux vidéo narratifs"
Ryan, Marie-Laure. "Jeux narratifs, fictions ludiques." Jouer, no. 9 (August 10, 2011): 15–34. http://dx.doi.org/10.7202/1005527ar.
Full textZerbib, 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.
Full textZerbib, Olivier. "Split screen 2.0. Croisements narratifs et partages réflexifs des séries télévisées aux jeux vidéo." Télévision 5, no. 1 (2014): 61. http://dx.doi.org/10.3917/telev.005.0061.
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 textHess, 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.
Full textHocine, 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.
Full textGenvo, Sébastien. "Legame designde jeux vidéo, une nouvelle forme de narration interculturelle ?" Contemporary French and Francophone Studies 10, no. 3 (September 2006): 331–39. http://dx.doi.org/10.1080/17409290600889693.
Full textWit, Sébastien. "Représentation et valeur politique du conflit ethnique en ex-Yougoslavie dans Tactics Ogre : de Sarajevo à Baramus." Emulations - Revue de sciences sociales, no. 30 (September 3, 2019): 65–77. http://dx.doi.org/10.14428/emulations.030.05.
Full textBoussand, E., O. Phan, and L. Benoit. "Refus scolaire anxieux et addiction aux jeux vidéo chez les adolescents : une revue narrative de la littérature." Neuropsychiatrie de l'Enfance et de l'Adolescence 69, no. 5 (September 2021): 241–52. http://dx.doi.org/10.1016/j.neurenf.2021.04.013.
Full textRoussel, Céline. "« If blindness creates a new world »." Canadian Journal of Disability Studies 8, no. 6 (December 19, 2019): 108–30. http://dx.doi.org/10.15353/cjds.v8i6.582.
Full textDissertations / Theses on the topic "Jeux vidéo narratifs"
Chauvin, Simon. "Un modèle narratif pour les jeux vidéo émergents." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1261/document.
Full textThis 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
Bénézech, Marine. "Serious games : le jeu en tension, rencontres entre jeu (vidéo), intention sérieuse et univers narratif." Thesis, Toulouse 2, 2017. http://www.theses.fr/2017TOU20081/document.
Full textThis thesis’ purpose is an exploration and study of narrative serious games’ writing modalities from the audiovisual research field point of view. Those tools have both a playful goal and a serious intention, tending also to reach narrative undertakings. The joint between play, seriousness and narrative is the main basis of this PhD research.This thesis’ stake can be defined as the need of understanding how play can be discern in serious games, as the approach of the way the serious intention is set forth and the determination of the reasons why a narrative dimension is setted.Our research is based on a 42 serious games’ corpus, which we have analyzed relying on semio-pragmatic.We had first seek to identify their cultural influence. We aimed to define objects which serious games inherited. Then we aimed to establish the « Playfull Based Act » of serious games and to highlight the major presence of « game pragmatic markers ».The playfull experience is however often felt as restricted especially because of challenges based on gaming lures or illusions. So we explored the reasons of the playfull obstruction and established the importance of writing in serious games. We have been able to define two types of narrative serious games structures from those previous elements : in alternance and in association. In the alternance structure, users are successively confronted to playfull, serious and narrative dimensions, which never be melted or crossed.In the association structure, those three dimensions answer to each other.We have developped a « real shot » serious game for general practioners in parallel,in order to train them to communication.The thoughts and researches conducted during scenario writing and the two prototypes' making and analysis have led us to emphasize the constraint aspect of the « alternance mode » of some of the games, but also its power of emphasize the serious intention of serious games, in the contrary of « association structure » which minore it
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.
Full textThe 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
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.
Full textRempulski, Nicolas. "Synthèse dynamique de superviseur pour l'exécution adaptative d'applications interactives." Thesis, La Rochelle, 2013. http://www.theses.fr/2013LAROS407/document.
Full textThis PhD thesis has for objective to propose solutions to interactive storytelling problems. We aim to propose a design method for the authors, as well as a logic of execution using this model to control the narrative unfolding. We apply our works in the video games context, but wish to address interactive storytelling in a wider dimension. We so approach the interactive story as a breakdown of the classic storytelling. Indeed, interactive storytelling creation process is not any more only under the author responsability, but also involves spectators. Through a review of the classic storytelling, we thus wish, at first, to formalize storytelling and its stakes. We use then the concept of ”œuvre en mouvement” to identify processes and actors involved in this creation process of a work, and thus to define the stakes in our research works. We propose an interactive storytelling mode base on automata. This one allows a controland a check on possible narratives, during design as well as dynamically while producing the story. However this formalism is complex to handle by authors. So, we formulate a top-level model, based on storytelling concepts, allowing authors to create an interactive story model using concepts they know. This model is then converted into our automaton based model. The latter serves then as referent for the dynamic control of the interactive storytelling, done by a supervisor multi-agents. This one, by observing produced events in the video game, is then able of controlling and guarantee the quality criteria specified by authors. We propose an implementation of our approach in a framework, including authoring tools to edite our models. We also implements automata check and supervision algorithms necessary to control video game virtual universe
Genvo, Sébastien. "Le game design de jeux vidéos : une approche communicationnelle et interculturelle." Metz, 2006. http://docnum.univ-lorraine.fr/public/UPV-M/Theses/2006/Genvo.Sebastien.LMZ0610.pdf.
Full textConsidering that each culture has a different understanding of what it means “to play”, one of the key question that the video games industry raises every day can be summarized by the following sentence : how can I make various kinds of people play with a same product ? This question needs other inquiries to get some answers : do the videogame industry produces a transnational culture of play, that creates homogenization through minds and practices ? If it’s not the case, how can we understand the planetary success of videogames ? Game design allows to explore these issues as it concerns the process of transmitting the will to play to an individual. This exploration begins with the definition of the video game industry as a particular culture, with his own history, norms and representations. A second chapter focus on the conceptual tools that can be used to understand how a game is designed to present a certain “playability”. Finally, a third part reports an analysis of ethnomethods and interpretative procedures that players used in an online game to get involved in a ludic universe. These three chapters show that, in order to understand the phenomenon, it is essential to support the thesis according to which an intercultural ludic mediation is not carried out by the influence of the game on the player but results from a construction which creates contradictions and complementarities within the act of play
Dang, Kim Dung. "Aide à la réalisation de systèmes de pilotage de narration interactive : validation d'un scénario basée sur un modèle en logique linéaire." Phd thesis, Université de La Rochelle, 2013. http://tel.archives-ouvertes.fr/tel-01066720.
Full textMiras, José-Louis de. "Entre cinéma et jeu vidéo : la fiction actable : sur les traces d'une forme filmique interactive en devenir." Thesis, Bordeaux 3, 2020. http://www.theses.fr/2020BOR30030.
Full textInteractive cinema, playable movies, interactive movies: all these denominations are the demonstrations of attempts to define a cinema where the spectator would have the possibility to interact with the narration by choosing alternatives. In this kind of cinema, the spectator is able to correct and modify the narration proceeding, because of the consequences of his choices. Since its creation in 1967, interactive cinema has not stopped searching for a stable form to define itself. Throughout the years, it has respectively taken the shape respectively of cinema, Internet and finally video games. This latter seems to have been the more stable form and has been for several years. Interactive cinema is, therefore, a promising interactive filmic form to be. This thesis leads us on its traces, bounding the lines and outlines and so highlights a marginal object which shows the transformations of the field of cinema. By establishing the story of interactive cinema, we will try to understand how this complex phenomenon, which is out of the traditional field of artistic disciplines, could have an effect on the convergence between cinema and video games. It is also question of studying how the interactive narration deploys itself and how it makes the spect-actor participate; to wonder about its viability in this current context, about the creation’s conditions of such works, and finally, to highlights the sociocultural stakes of this object registered in an artistic landscape where convergence media has become a common thing
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.
Full textA 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
Prouveur, Odile. "L'émotion dans les jeux vidéo narratifs : pour une analyse du contrôle et de l'expérience vidéoludique." Thèse, 2016. http://hdl.handle.net/1866/19105.
Full textCette recherche propose d’identifier comment les jeux vidéo narratifs peuvent susciter l’émoi de leurs joueurs en empruntant des moyens qui sont propres à leurs potentiels d’expression. Ainsi, en se positionnant à la suite des travaux de Bernard Perron, il s’agit d’étudier comment, à travers le contrôle et le gameplay, les émotions vidéoludiques viennent trouver leur place aux côtés des émotions fictionnelles et artistiques pour former une expérience que le joueur pourra appréhender avec sa sensibilité d’agent, et non seulement à travers l’histoire pré-scriptée par les développeurs. Pour ce faire, divers jeux sont analysés: Heavy Rain, Brothers: A Tale of Two Sons, The Walking Dead, Life is Strange et Papo & Yo. En prolongement des travaux de Roger Odin, ce mémoire offre une ouverture vers un nouveau type de mise en phase : la mise en phase émotionnelle.
This master’s thesis analyzes how story-driven video games can trigger players’ emotions in their own way. Following Bernard Perron’s research on emotion in video games, our purpose is to explore how, through player control and gameplay, gameplay emotions find their place along fictional and artifact emotions. We will observe how all these contribute to an experience for the player to understand through his sensibility and agency, and not exclusively through the high-level story written by the game developers. To this end, a range of videogames are analyzed: Heavy Rain, Brothers: A Tale of Two Sons, The Walking Dead, Life is Strange and Papo & Yo. Prolonging Roger Odin’s work, the thesis opens up a new type of attunement: emotional attunement.
Book chapters on the topic "Jeux vidéo narratifs"
Stora, 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.
Full textBarnabé, Fanny. "Conventions particulières." In Narration et jeu vidéo, 11. Presses universitaires de Liège, 2018. http://dx.doi.org/10.4000/books.pulg.2615.
Full textBarnabé, Fanny. "Préambule." In Narration et jeu vidéo, 12–14. Presses universitaires de Liège, 2018. http://dx.doi.org/10.4000/books.pulg.2616.
Full textBarnabé, Fanny. "Cadre théorique." In Narration et jeu vidéo, 15–57. Presses universitaires de Liège, 2018. http://dx.doi.org/10.4000/books.pulg.2617.
Full textBarnabé, Fanny. "Analyse des éléments de narrativisation participant à orienter la diégèse." In Narration et jeu vidéo. Presses universitaires de Liège, 2018. http://dx.doi.org/10.4000/books.pulg.2618.
Full textBarnabé, Fanny. "Analyse des éléments de narrativisation relevant de l’ordre de la ludiégèse." In Narration et jeu vidéo, 120–223. Presses universitaires de Liège, 2018. http://dx.doi.org/10.4000/books.pulg.2619.
Full textBarnabé, Fanny. "Conclusion et prolongements." In Narration et jeu vidéo. Presses universitaires de Liège, 2018. http://dx.doi.org/10.4000/books.pulg.2620.
Full textBarnabé, Fanny. "Bibliographie." In Narration et jeu vidéo. Presses universitaires de Liège, 2018. http://dx.doi.org/10.4000/books.pulg.2622.
Full textBarnabé, Fanny. "Ludographie." In Narration et jeu vidéo, 239–42. Presses universitaires de Liège, 2018. http://dx.doi.org/10.4000/books.pulg.2623.
Full textBarnabé, Fanny. "Index." In Narration et jeu vidéo, 249. Presses universitaires de Liège, 2018. http://dx.doi.org/10.4000/books.pulg.2624.
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