International audienceThis article treats the relation to time, space, and action involved in practising a game and acquiring the associated social codes in a Massive Multiplayer Online Game. It represents an intervention in an emerging area of research in Game Studies by proposing an ethnographic exploration of the virtual world by disabled people. The examination of these forms of involvement and related considerations highlights the anthropological tension between the game (the game as a device) and playing (the integration of the framework of the game involved in the action of playing). The player, by inventing him or herself (with the creation of an avatar) and by experiencing a ludic framework is driven to negotiate his growing famili...
This article constructs a new framework for the study of games as sites of social rationalization, a...
Virtual worlds started with the MMORPG (Massively Multiplayer Online Role-Playing Games) who emerged...
International audienceThis article argues that playing video games and playing classic games are roo...
International audienceThis article treats the relation to time, space, and action involved in practi...
Cet article s’inscrit dans les réflexions sur la possibilité d’une exploration ethnographique...
National audienceThis article is the fruit of cooperation between psychiatrists and sociologists, th...
International audienceThis article aims to discuss the notion of “balance” in immersive environments...
This article examines the phenomenon of adult group games through which virtual communities are form...
This article studies the player as a hybrid: a particular compound version of subjectivity that emer...
International audienceThis article aims to return to the phenomenon of gamification and its promises...
International audienceThis article focuses on theoretical issues new communicational terms offered b...
With six millions consoles in France and fifty millions in the USA, video games are a social reality...
La portée culturelle des jeux vidéo passe par le plaisir que les joueurs prennent à leurs pratiques....
National audienceSerious games are becoming more and more common as parts of training programs. Real...
This article constructs a new framework for the study of games as sites of social rationalization, a...
Virtual worlds started with the MMORPG (Massively Multiplayer Online Role-Playing Games) who emerged...
International audienceThis article argues that playing video games and playing classic games are roo...
International audienceThis article treats the relation to time, space, and action involved in practi...
Cet article s’inscrit dans les réflexions sur la possibilité d’une exploration ethnographique...
National audienceThis article is the fruit of cooperation between psychiatrists and sociologists, th...
International audienceThis article aims to discuss the notion of “balance” in immersive environments...
This article examines the phenomenon of adult group games through which virtual communities are form...
This article studies the player as a hybrid: a particular compound version of subjectivity that emer...
International audienceThis article aims to return to the phenomenon of gamification and its promises...
International audienceThis article focuses on theoretical issues new communicational terms offered b...
With six millions consoles in France and fifty millions in the USA, video games are a social reality...
La portée culturelle des jeux vidéo passe par le plaisir que les joueurs prennent à leurs pratiques....
National audienceSerious games are becoming more and more common as parts of training programs. Real...
This article constructs a new framework for the study of games as sites of social rationalization, a...
Virtual worlds started with the MMORPG (Massively Multiplayer Online Role-Playing Games) who emerged...
International audienceThis article argues that playing video games and playing classic games are roo...