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Des jeux et des joueurs : l’âme des cartes du « King of Games » japonais Yu-Gi-OhPedelahore-Gassiot, Valérian 07 1900 (has links)
Dans un effort pour mettre en valeur la pertinence de l’étude du jeu de cartes japonais Yu-Gi-Oh en tant que facteur non négligeable de la construction identitaire de ses joueurs, ce mémoire s’intéresse à l’analyse du rapport qu’entretiennent lesdits joueurs à leur jeu fétiche. Pour ce faire ce travail s’intéresse à trois des spécificités qui caractérisent le jeu de cartes Yu-Gi-Oh à savoir : l’élaboration transmédiatique de sa narration, le caractère décisif des interactions entre ses joueurs ainsi que l’appropriation personnalisée du jeu par les participants. A la croisée de multiples disciplines telles que la psychologie, la ludologie, la narratologie ou encore la sociologie et soutenues par plus deux mois de terrain, les analyses et propos présentés dans ce travail ont également pour objectif d’offrir une plongée aussi immersive qu’enrichissante au sein du milieu socio-culturel des joueurs de Yu-Gi-Oh rappelant du même coup l’importance que peut avoir la pratique ludique pour l’être humain moderne. Enfin, avec ce devoir j’espère pouvoir démontrer que les joueurs de Yu-Gi-Oh ont tendance à se raconter des histoires à propos d’eux-mêmes à partir de leur médium de choix. Les cartes aussi ont une histoire. / In an effort to highlight the relevance of the study of the Japanese card game Yu-Gi-Oh as a significant factor in the « identity building » of its players, this master thesis focuses on the analysis of the relationship between said players to their favorite game. To do this, this work focuses on three of the specificities that characterize the Yu-Gi-Oh card game, namely: the transmedia development of its narration, the decisive nature of the interactions between its players as well as the personalized appropriation of the game by the participants. At the crossroads of multiple disciplines such as psychology, ludology, narratology or sociology and supported by more than two months of fieldwork, the analyzes and remarks presented in this work also aim to offer a dive as immersive as it is enriching within the socio-cultural environment of Yu-Gi-Oh players recalling at the same time the importance that playful practice can hold for the modern man. Finally, with this work i hope to be able to demonstrate that Yu-Gi-Oh players tend to tell stories about themselves from their medium of choice. Cards also have stories to themself.
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More Than Reading: Narrative, Medial Frames, and Digital Media in the Contemporary NovelVan Tassell, Evan January 2022 (has links)
No description available.
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Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of SimulationDymek, Mikolaj January 2010 (has links)
The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. The global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enigmatic terra incognita with astonishingly little dedicated research. This thesis aims to amend this situation by presenting a study at the cross-section of the video game industry, game studies, literary theory, cultural industries and business studies. It deals with the following question: how does the global game industry relate to its own product, in terms of communication and media dimensions, and what are the (business) consequences, in terms of production, strategy and commercial/creative innovation, of this relationship? This study’s departure point is constituted by a comprehensive description of the industry’s structure, dynamics and processes, based on extensive interviews with industry professionals. It is followed by an examination and comparison of the game industry with other media/cultural industries in relation to their economy and business dynamics. With inconclusive answers regarding the medium-industry relation, this study proceeds by exploring literary theories from the field of game studies, in order to gain insights into the dynamics of medium and industry. Literary theories from ludology and narratology provide rewarding perspectives on this inquiry, since it is found that the ontological dichotomy of simulation vs. respresentation present in the interpretational realm of the game medium is also reflected in the industry and its dynamics. This has pivotal consequences for the analysis of the game industry. This study concludes by positing the current critical condition of the industry as an extremely decisive moment in its history: will it become a truly universal mass-medium, or will it continue down its subcultural path? Subcultural “interactive cinema” meets mass-cultural media of simulation – how will the industry evolve? / QC20100708
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16 sätt att yla : Narratologiska anaylser av Porpentines Howling Dogs och Abigail Corfmans 16 Ways to Kill a Vampire at McDonalds / 16 ways to howl : Analyzing Porpentine’s Howling Dogs and Abigail Corfman’s 16 Ways to Kill a Vampire at McDonaldsZúniga Elfström, Love January 2020 (has links)
I denna uppsats analyseras spelen Howling Dogs och 16 Ways to Kill a Vampire at McDonalds ur ett narratologiskt perspektiv. Huvuddelen av analysen fokuserar på hur hypertextens mediala förhållanden påverkar relationen mellan spelaren och narrativet samt på förhållandet mellan berättare och lyssnarinstans. Analysen baserar sig på metoder med utgångspunkt i possible worlds theory, formulerat av Alice Bell. Uppsatsen exemplifierar hur man går till väga i analys av texter med ett starkt deiktiskt förhållande mellan texten och läsaren. Syftet är att undersöka existerande metoder och att förbättra dem, tillika en, möjligtvis naiv, förhoppning om att komma ett steg närmare ett större litteraturvetenskapligt intresse gällande vad spel kan tillföra litteraturvetenskapen. / This essay contains narratological analyses of the games Howling Dogs and 16 Ways to Kill a Vampire at McDonalds. The analyses are focused on the hypertext’s medial impact on the relations between user and narrative as well as narrator and narratee. The work is based on methods using possible worlds theory, created by theorists such as Alice Bell. A main purpose here is to further exemplify how to analyze texts having a deictic effect between themselves self and their readers. The purpose here is thus to test existing methods and further develop them. This purpose is also motivated by a, possibly naïve, hope of getting one step closer to a wider acknowledgement of how games can contribute to the subject of literature.
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Análisis de la significación del videojuego. Fundamentos teóricos del juego, el mundo narrativo y la enunciación interactiva como perspectivas de estudio del discursoPérez Latorre, Óliver 17 September 2010 (has links)
Esta Tesis Doctoral tiene como objeto de estudio la significación de los videojuegos. Si la forma en la que, desde niños, construimos universos de valores y damos sentido a nuestras vidas está indisolublemente unida a los medios y las obras de la cultura de masas, el estudio de los modos de significación del videojuego requiere, hoy en día, un desarrollo en profundidad. En relación con ello, el principal resultado de esta investigación consiste en la fundamentación teórica y metodológica de tres modelos de análisis del videojuego como discurso: un modelo de estructuras lúdicas, un modelo del discurso como universo narrativo y un modelo de enunciación interactiva. Asimismo, se ofrece una sistematización de los códigos de significación que conforman el lenguaje del diseño de videojuegos. Estos modelos constituyen una aportación metodológica innovadora a la Teoría del Videojuego y al Análisis del Discurso. Las fuentes teóricas y metodológicas fundamentales del trabajo son la Semiótica, la Ludología y la Narratología. La aplicación empírica de los modelos de análisis propuestos se centra en ejemplos y estudios de caso de videojuegos figurativos/narrativos, pero los modelos han sido construidos pensando en su posible utilidad para el análisis de un amplio espectro de videojuegos y otro tipo de textualidades colindantes, como los mundos narrativos de la literatura y las series televisivas. Finalmente, se cierra la investigación con dos estudios de caso donde se prueba el sistema teórico en su conjunto, sobre los videojuegos Ico (2001) y Shadow of the Colossus (2005), ambos del diseñador Fumito Ueda. / The object of study in this Doctoral Dissertation is the signification of videogames. Since early childhood, the way we construct universes of values and make sense of our lifes is closely related to the media and works of mass culture. Therefore, the study of the modes of signification of videogames requires to be fully developed. According to that, this research provides the theoretical and methodological fundamentals of three models of analysis of videogame as discourse: a model of ludic structures, a model of discourse as narrative universe and a model of interactive "énonciation". Besides that, a systematization of the main signification codes which compose the language of videogame design is carried out. These models constitute an innovative methodological contribution to Videogame Theory and Discourse Analysis.The theoretical and methodological framework of the research is built upon Semiotics, Ludology and Narratology.The empirical application of the proposed analytical models is focused on examples and case studies of figurative/narrative videogames. Nevertheless, the models have been constructed bearing in mind their possible utility for the analysis of a broad spectrum of videogames and other kinds of close textualities, like the narrative worlds from literature or television series. At the end of the research, the theoretical system is tested as a whole in two case studies: Ico (2001) and Shadow of the Colossus (2005). Both videogames have been designed by Fumito Ueda.
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Secondary World: The Limits of LudonarrativeDannelly, David 01 January 2014 (has links)
Secondary World: The Limits of Ludonarrative is a series of short narrative animations that are a theoretical treatise on the limitations of western storytelling in video games. The series covers specific topics relating to film theory, game design and art theory: specifically those associated with Gilles Deleuze, Jean Baudrillard, Jay Bolter, Richard Grusin and Andy Clark. The use of imagery, editing and presentation is intended to physically represent an extension of myself and my thinking process and which are united through the common thread of my personal feelings, thoughts and experiences in the digital age.
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Zwischen Interaktion und Narration: / ein Kontinuumsmodell zur Analyse hybrider digitaler Spiele. Modellbildung – Funktionalisierung – Fallbeispiel (The Legend of Zelda: Ocarina of Time). / Between Interaction and Narration: / A Continuum Model for the Analysis of Hybrid Digital Games. Model Design – Functionalisation – Typical Example.Matuszkiewicz, Kai 06 July 2017 (has links)
No description available.
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