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Les jeux multijoueur offrent parfois l'occasion d'observer, dans un même jeu, une différenciation profonde de la jouabilité. Le jeu vidéo asymétrique, genre vidéoludique existant depuis longtemps, mais particulièrement médiatisé ces dernières années, devient le terrain de recherche d'un phénomène encore peu étudié : l'asymétrisation des gameplays. S'il est aujourd'hui largement entendu que les joueurs actualisent le jeu d'une manière différente et, de ce fait, vivent déjà une expérience profondément singulière, la « différenciation de la jouabilité » reste un élément communicationnel fréquemment mobilisé. Sa récurrence dans les discours des créateurs, de la presse spécialisée ou des joueurs en fait donc un élément signifiant qu'il faut étudier. Notre recherche a pour but, à l'aide de méthodologies générique, structurelle et discursive, de circonscrire les éléments caractéristiques du jeu vidéo asymétrique pour en comprendre la composante essentielle : la distinction de l'expérience de jeu. Cette recherche permet également le développement de plusieurs outils méthodologiques et débouche sur la modélisation en un vocabulaire spécialisé de certains processus de création de jeux vidéo multijoueur.
jeu vidéo --- asymétrie --- gameplay --- discours --- culture vidéoludique --- Sciences sociales & comportementales, psychologie > Communication & médias
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The concept of la chance accounts for everyday knowledge production in uncertain contexts in Bamako, Mali, where university graduates constitute an educational elite strongest affected by unemployment. Graduates know that la chance decides whether they succeed or fail. Susann Ludwig shows that this concept embodies common sense as much as it offers the possibility of the extraordinary. Graduates play »the game of la chance«, in which success is defined by a continuation of play rather than an end goal. Providing an explorative experience to the reader, this study accounts for the elusiveness of la chance in the Bamako context and beyond.
SOCIAL SCIENCE / Anthropology / Cultural & Social. --- Africa. --- Cultural Anthropology. --- Economic Sociology. --- Economy. --- Ethnology. --- Gameplay. --- Knowledge Production. --- Mali. --- Neoliberalism. --- Science. --- Uncertainty. --- University Graduates.
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Ce travail propose une théorie générale de la contrainte ludique, à savoir l'ajout volontaire d'une structure de règles supplémentaires à une structure de jeu initiale, rendant ledit jeu plus difficile. En nous appuyant sur les définitions de la littérature sous contrainte de l'Ouvroir de Littérature Potentielle (ou OuLiPo) et des théoriciens du jeu, cette recherche définit la notion de "contrainte ludique" avant de l'analyser dans le jeu vidéo. Une fois une typologie de classification et une méthode d'analyse établie, nous y envisageons les phénomènes d'institutionnalisation qui peuvent marquer une contrainte, les dimensions politiques qu'elle peut porter ainsi que le mécanisme de création d’œuvres qu'elle peut engendrer. This work proposes a general theory of game constraint, i.e. the voluntary addition of an additional rule structure to an initial game structure, making the game more difficult. Based on the definitions of the constrained literature by the Ouvroir de Littérature Potentielle (or OuLiPo) and game theorists, this research defines the notion of "playful constraint" before analyzing it in video games. Once a typology of classification and a method of analysis have been established, we consider the phenomena of institutionalization that can mark a constraint, the political dimensions that it can carry as well as the mechanism of creation of artworks that it can engender.
Littérature sous contrainte --- jeu sous contrainte --- OuLiPo --- jeu vidéo --- sciences du jeu --- contrainte ludique --- détournement --- Constrained litterature --- constrained play --- OuLiPo --- Video game --- game studies --- expansive gameplay --- playful constraint --- Arts & sciences humaines > Littérature
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"How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to play spans Greek myth and contemporary Japanese digital games to chart an archaeology of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book's diverse objects of inquiry--from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles--enter into analogical relations. Remapping the keyboard's topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to play invites readers to unlock ludic dimensions of music that are at once old and new."--Provided by publisher.
Music --- Keyboards (Music) --- Play (Philosophy) --- Video games --- Performance --- History. --- Psychological aspects. --- Keyboards --- Philosophy --- Musical instruments --- History and criticism --- beethoven recursive feedback loop. --- fantasy music. --- foundations of music. --- gameplay music. --- keyboards. --- mozart. --- music and games. --- music and media. --- music criticism. --- music history. --- music in video games. --- music theory. --- musical play. --- nintendo music. --- super mario music.
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Today's blockbuster video games -- and their never-ending sequels, sagas, and reboots -- provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films -- including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver -- filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play. Review: Sicart makes a compelling argument for his theory that, if taken to heart by game designers, will make a more interesting game landscape in the future. Any designer looking to make their game standout as art or any game enthusiast interested in learning more about video game design and their potential to help us explore and express our values as human beings should read this book. First Monday
Video games --- Moral and ethical aspects --- Philosophy --- Social aspects --- Television games --- Videogames --- Electronic games --- Moral and ethical aspects. --- Philosophy. --- Ethical gameplay --- Video game design --- GAME STUDIES/Game Design --- PHILOSOPHY/Ethics & Bioethics --- SOCIAL SCIENCES/Media Studies --- GAMES --- Board. --- Computer games --- Internet games --- Games
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How the transformation of social media platforms and user-experience have redefined the entertainment industry In a little over a decade, competing social media platforms, including YouTube, Facebook, Twitter, Instagram, and Snapchat, have given rise to a new creative industry: social media entertainment. Operating at the intersection of the entertainment and interactivity, communication and content industries, social media entertainment creators have harnessed these platforms to generate new kinds of content separate from the century-long model of intellectual property control in the traditional entertainment industry. Social media entertainment has expanded rapidly and the traditional entertainment industry has been forced to cede significant power and influence to content creators, their fans, and subscribers. Digital platforms have created a natural market for embedded advertising, changing the worlds of marketing and communication in their wake. Combined, these factors have produced new, radically shifting demands on the entertainment industry, posing new challenges for screen regimes, media scholars, industry professionals, content creators, and audiences alike.Stuart Cunningham and David Craig chronicle the rise of social media entertainment and its impact on media consumption and production. A massive, industry-defining study with insight from over 100 industry insiders, Social Media Entertainment explores the latest transformations in the entertainment industry in this time of digital disruption.
Social media --- Internet entertainment --- Internet entertainment industry --- Asian American creators. --- Facebook. --- IP control. --- Instagram. --- LGBTQ creators. --- Madison Avenue. --- Michelle Phan. --- NoCal. --- PewDiePie. --- Snapchat. --- SoCal. --- Twitter. --- Vlogbrothers. --- YouTube. --- authenticity. --- brand culture. --- content creators. --- copyright industry high-control regimes. --- cultural globalization. --- cultural imperialism. --- cultural politics. --- gameplay. --- live-streamers. --- live-streaming platforms. --- media globalization. --- media management. --- minority representation. --- new screen ecology. --- platform algorithms. --- platform regulatory action. --- precarious labor. --- professionalizing amateurs. --- screen industries. --- traditional screen ecology. --- vlogging.
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We present three main research fields in which multimedia cartography and the study of the effectiveness of multimedia maps are currently taking place. In each of these fields, we describe how published research is embedded in the broader context of map design and user studies. The research refers to contemporary technological trends such as web HTML5 standards, virtual reality, eye tracking, or 3D printing. Efficiency, performance, and usability studies of multimedia maps were also included. The research published in this issue is interdisciplinary. They combine traditional mapping methods with new technologies. They are searching for new places for cartography in, e.g., the environment of computer games. They combine the design of the map with its perception by users.
Research & information: general --- Geography --- cartographic design --- animated map --- people gathering presentation --- orthophoto --- dot distribution map --- buffer map --- drone image --- expert opinion --- objective effectiveness --- multiperspective cartographic visualization --- usefulness of visualizations --- pedestrian tracks --- complementary visualizations --- time–spatial behavior --- space–time paths --- trajectories --- set of visualizations --- sightseeing spot recommendation system --- social networking service (SNS) --- web-geographic information systems (GIS) --- recommendation system --- visiting frequency --- sightseeing spot information --- multimedia cartography --- web map --- graphical user interface --- eye-tracking --- UI/UX --- freeway junction --- topographic maps from the 19th century --- interactive web map --- Leaflet --- GeoJSON --- dashboard --- spatiotemporal analysis --- usability --- evaluation of cartographic multimedia --- gamer opinion --- immersion way --- graphical enrichment --- medieval stronghold --- virtual reality --- design process --- historico-geographical space --- cultural heritage --- engineering education --- image stitching --- information technology --- multimedia --- panorama --- thematic map --- mapping techniques transformation --- land use --- UAV --- geometric representation --- pedestrian --- chorochromatic maps --- dot map --- heat map --- mini-map --- virtual stronghold --- walking --- teleportation --- medium effectiveness --- Unity --- topographical space --- gamer --- gameplay --- eye tracking --- 3D printing --- topography --- terrain --- elevation --- geoscience education --- web --- Python --- Earth Engine --- open source --- effectiveness --- responsive GUI --- GUI effectiveness index --- road map --- route memorizing --- cartography --- choropleth map animation --- local outliers --- generalization --- animation --- spatial visualization --- multimedia cartographic product --- medium efficiency --- medium attractiveness --- cartographic design --- animated map --- people gathering presentation --- orthophoto --- dot distribution map --- buffer map --- drone image --- expert opinion --- objective effectiveness --- multiperspective cartographic visualization --- usefulness of visualizations --- pedestrian tracks --- complementary visualizations --- time–spatial behavior --- space–time paths --- trajectories --- set of visualizations --- sightseeing spot recommendation system --- social networking service (SNS) --- web-geographic information systems (GIS) --- recommendation system --- visiting frequency --- sightseeing spot information --- multimedia cartography --- web map --- graphical user interface --- eye-tracking --- UI/UX --- freeway junction --- topographic maps from the 19th century --- interactive web map --- Leaflet --- GeoJSON --- dashboard --- spatiotemporal analysis --- usability --- evaluation of cartographic multimedia --- gamer opinion --- immersion way --- graphical enrichment --- medieval stronghold --- virtual reality --- design process --- historico-geographical space --- cultural heritage --- engineering education --- image stitching --- information technology --- multimedia --- panorama --- thematic map --- mapping techniques transformation --- land use --- UAV --- geometric representation --- pedestrian --- chorochromatic maps --- dot map --- heat map --- mini-map --- virtual stronghold --- walking --- teleportation --- medium effectiveness --- Unity --- topographical space --- gamer --- gameplay --- eye tracking --- 3D printing --- topography --- terrain --- elevation --- geoscience education --- web --- Python --- Earth Engine --- open source --- effectiveness --- responsive GUI --- GUI effectiveness index --- road map --- route memorizing --- cartography --- choropleth map animation --- local outliers --- generalization --- animation --- spatial visualization --- multimedia cartographic product --- medium efficiency --- medium attractiveness
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We present three main research fields in which multimedia cartography and the study of the effectiveness of multimedia maps are currently taking place. In each of these fields, we describe how published research is embedded in the broader context of map design and user studies. The research refers to contemporary technological trends such as web HTML5 standards, virtual reality, eye tracking, or 3D printing. Efficiency, performance, and usability studies of multimedia maps were also included. The research published in this issue is interdisciplinary. They combine traditional mapping methods with new technologies. They are searching for new places for cartography in, e.g., the environment of computer games. They combine the design of the map with its perception by users.
cartographic design --- animated map --- people gathering presentation --- orthophoto --- dot distribution map --- buffer map --- drone image --- expert opinion --- objective effectiveness --- multiperspective cartographic visualization --- usefulness of visualizations --- pedestrian tracks --- complementary visualizations --- time–spatial behavior --- space–time paths --- trajectories --- set of visualizations --- sightseeing spot recommendation system --- social networking service (SNS) --- web-geographic information systems (GIS) --- recommendation system --- visiting frequency --- sightseeing spot information --- multimedia cartography --- web map --- graphical user interface --- eye-tracking --- UI/UX --- freeway junction --- topographic maps from the 19th century --- interactive web map --- Leaflet --- GeoJSON --- dashboard --- spatiotemporal analysis --- usability --- evaluation of cartographic multimedia --- gamer opinion --- immersion way --- graphical enrichment --- medieval stronghold --- virtual reality --- design process --- historico-geographical space --- cultural heritage --- engineering education --- image stitching --- information technology --- multimedia --- panorama --- thematic map --- mapping techniques transformation --- land use --- UAV --- geometric representation --- pedestrian --- chorochromatic maps --- dot map --- heat map --- mini-map --- virtual stronghold --- walking --- teleportation --- medium effectiveness --- Unity --- topographical space --- gamer --- gameplay --- eye tracking --- 3D printing --- topography --- terrain --- elevation --- geoscience education --- web --- Python --- Earth Engine --- open source --- effectiveness --- responsive GUI --- GUI effectiveness index --- road map --- route memorizing --- cartography --- choropleth map animation --- local outliers --- generalization --- animation --- spatial visualization --- multimedia cartographic product --- medium efficiency --- medium attractiveness
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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Video games --- Popular culture. --- Social aspects. --- Design. --- Moral and ethical aspects. --- Age of Empires. --- Authorship. --- Avatar. --- BioShock Infinite. --- Bioshock. --- Borderlands. --- Capitalism. --- Casual game. --- Civilization. --- Clash Royale. --- Colonialism. --- Conquest. --- Cookie Clicker. --- Donkey Kong. --- Don’t Starve. --- Empathy. --- Environmental storytelling. --- Ethics. --- FIFA. --- Fatherhood. --- Feminism. --- Feminist game studies. --- First-person shooter. --- Free-to-play. --- Game Dev Tycoon. --- Game criticism. --- Game design. --- Game developers. --- Game industry. --- Game studies. --- Gameplay. --- Gaming capital. --- Gender. --- Grand Theft Auto. --- Heterosexual masculinity. --- Hideo Kojima. --- Immersion. --- Imperialism. --- Independent games. --- Indies. --- Interactivity. --- Inventory. --- Jonathan Blow. --- Ken Levine. --- Kim Kardashian: Hollywood. --- LGBTQ. --- Labor. --- Legend of Zelda. --- Leisure Suit Larry. --- Lucas Pope. --- Magic circle. --- Masculinity. --- Media studies. --- Metal Gear. --- Mobile game. --- Monetization. --- Morality. --- NBA 2K16. --- Narrative. --- Naughty Dog games. --- Nintendo. --- PaRappa the Rapper. --- Papers, Please. --- Planescape Torment. --- Player character. --- Point-and-click adventure. --- Post-apocalyptic. --- Postcolonial. --- Puzzle games. --- QGCon. --- Queer gaming. --- Queerness and Games Conference. --- RPG. --- Race. --- Real-time strategy. --- Realism. --- Role-playing game. --- Shigeru Miyamoto. --- Sid Meier. --- Sierra Online. --- Simulation. --- Sniper Elite III. --- Sound. --- Spike Lee. --- Sports video games. --- Strategy. --- Super Mario Bros. --- Temporality. --- Tetris. --- The Last of Us. --- The Legend of Zelda: Ocarina of Time. --- User-created content. --- User-generated content. --- World-building.
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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Video games --- Video games --- Video games --- Popular culture. --- Social aspects. --- Design. --- Moral and ethical aspects. --- Age of Empires. --- Authorship. --- Avatar. --- BioShock Infinite. --- Bioshock. --- Borderlands. --- Capitalism. --- Casual game. --- Civilization. --- Clash Royale. --- Colonialism. --- Conquest. --- Cookie Clicker. --- Donkey Kong. --- Don’t Starve. --- Empathy. --- Environmental storytelling. --- Ethics. --- FIFA. --- Fatherhood. --- Feminism. --- Feminist game studies. --- First-person shooter. --- Free-to-play. --- Game Dev Tycoon. --- Game criticism. --- Game design. --- Game developers. --- Game industry. --- Game studies. --- Gameplay. --- Gaming capital. --- Gender. --- Grand Theft Auto. --- Heterosexual masculinity. --- Hideo Kojima. --- Immersion. --- Imperialism. --- Independent games. --- Indies. --- Interactivity. --- Inventory. --- Jonathan Blow. --- Ken Levine. --- Kim Kardashian: Hollywood. --- LGBTQ. --- Labor. --- Legend of Zelda. --- Leisure Suit Larry. --- Lucas Pope. --- Magic circle. --- Masculinity. --- Media studies. --- Metal Gear. --- Mobile game. --- Monetization. --- Morality. --- NBA 2K16. --- Narrative. --- Naughty Dog games. --- Nintendo. --- PaRappa the Rapper. --- Papers, Please. --- Planescape Torment. --- Player character. --- Point-and-click adventure. --- Post-apocalyptic. --- Postcolonial. --- Puzzle games. --- QGCon. --- Queer gaming. --- Queerness and Games Conference. --- RPG. --- Race. --- Real-time strategy. --- Realism. --- Role-playing game. --- Shigeru Miyamoto. --- Sid Meier. --- Sierra Online. --- Simulation. --- Sniper Elite III. --- Sound. --- Spike Lee. --- Sports video games. --- Strategy. --- Super Mario Bros. --- Temporality. --- Tetris. --- The Last of Us. --- The Legend of Zelda: Ocarina of Time. --- User-created content. --- User-generated content. --- World-building.
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