Vieux d'une cinquantaine d'années environ, les jeux vidéo arrivent à une période charnière de leur existence en tant qu'objets issus des industries culturelles. Ils font l'objet d'études, d'expositions et sont conservés au sein des collections patrimoniales d'institutions telles que le Conservatoire national des arts et métiers ou la Bibliothèque nationale de France. L'objet de cette thèse est d'étudier l'accession du jeu vidéo au statut d'objet patrimonial au sein des grandes institutions culturelles françaises mais aussi par le biais des pratiques amateur, tout particulièrement dans leurs aspects collaboratif et numérique. Les sciences de l'information et de la communication sont l'outil essentiel qui permet d'analyser le processus de pat...
International audienceAt the turn of the century, video games emerged as a major sector alongside tr...
International audienceBorn digital, now globalized and having evolved in its economy, video games ha...
International audienceHow are digital environments transforming memories and heritage? This book exp...
International audienceFor some years, initiatives favouring the constitution of a "video game herita...
Notre objet est une communauté de 300 à 400 passionnés-collectionneurs de vieux ordinateurs et de vi...
Cette thèse porte sur les expositions de jeux vidéo présentées dans les institutions muséales, dans ...
In this essay I’ve had the purpose of examining if digital games are cultural heritage, to my aid I’...
19 p.International audienceAccording to the french government, the video game industry has now reach...
This research explores exhibitions of video games featured in museums, in which commercial gaming pr...
Progression of human civilization in fields of technology, culture and media is closely tied to the ...
As a result of technological advances, digital archives now have a significant role to play in the c...
The purpose of this article is to present a quantitative study in order to identify the themes devel...
After taking care to redefine the concepts of trace, heritage and memory, we focus on the heritage p...
International audienceWithin the patrimonialization of video gaming, the status of memory representa...
Since they first blipped and bleeped to life in the 1970s, videogames have become one of the most pe...
International audienceAt the turn of the century, video games emerged as a major sector alongside tr...
International audienceBorn digital, now globalized and having evolved in its economy, video games ha...
International audienceHow are digital environments transforming memories and heritage? This book exp...
International audienceFor some years, initiatives favouring the constitution of a "video game herita...
Notre objet est une communauté de 300 à 400 passionnés-collectionneurs de vieux ordinateurs et de vi...
Cette thèse porte sur les expositions de jeux vidéo présentées dans les institutions muséales, dans ...
In this essay I’ve had the purpose of examining if digital games are cultural heritage, to my aid I’...
19 p.International audienceAccording to the french government, the video game industry has now reach...
This research explores exhibitions of video games featured in museums, in which commercial gaming pr...
Progression of human civilization in fields of technology, culture and media is closely tied to the ...
As a result of technological advances, digital archives now have a significant role to play in the c...
The purpose of this article is to present a quantitative study in order to identify the themes devel...
After taking care to redefine the concepts of trace, heritage and memory, we focus on the heritage p...
International audienceWithin the patrimonialization of video gaming, the status of memory representa...
Since they first blipped and bleeped to life in the 1970s, videogames have become one of the most pe...
International audienceAt the turn of the century, video games emerged as a major sector alongside tr...
International audienceBorn digital, now globalized and having evolved in its economy, video games ha...
International audienceHow are digital environments transforming memories and heritage? This book exp...