Archives de catégorie : Articles / Papers

Bridging Game Studies and Feminist Theories

Special Issue, July 2017 PDF Version  GABRIELLE TRÉPANIER-JOBIN Université du Québec à Montréal MAUDE BONENFANT Université du Québec à Montréal Abstract Starting from the premise that feminist theory remains underutilized in game studies, the authors demonstrate that mobilizing concepts from feminist pioneers such as Simone de Beauvoir, Luce Irigaray, Betty Friedan, and Laura Mulvey contributes to a […]

Is Game Design for Everybody? Women and Innovation in Video Games

Special Issue, July 2017 PDF version BRIE CODE Tru Luv Media  Abstract Video games are a relatively new form of entertainment allowing for unprecedented interactivity, which has vast, untapped potential. Although an increasing number of gamers are now women, they are underrepresented both within games, and in the industry workforce. Diverse workforces show measurably increased […]

FemShep : féminité sexualisée ou subversive? Analyse du personnage féminin de la série Mass Effect

Numéro spécial, juillet 2017 Version PDF PASCALE THÉRIAULT Université de Montréal Résumé Le personnage FemShep de la série Mass Effect (BioWare, 2007-2012) est souvent considéré comme un personnage féminin particulièrement intéressant et apprécié par les joueuses et les joueurs. Toutefois, les discours l’entourant sont souvent contradictoires : alors que certains la perçoivent comme une copie féminisée et […]

The Poetics of Form and the Politics of Identity in Assassin’s Creed III: Liberation

Special Issue, July 2017 PDF version SORAYA MURRAY University of California, Santa Cruz Abstract Assassin’s Creed III: Liberation (Ubisoft, 2012) is a stealth, open-world adventure game about chattel slavery. A third-person historical fiction, Liberation presents a rare example of an exceptional black female revolutionary, and the first heroine of the highly successful franchise. Modeling an […]

The Witcher, or The End of Masculinity (as We Know It)

Special Issue, July 2017 PDF Version DAWID MATUSZEK University of Silesia Abstract In the present article, I describe Geralt of Rivia, the eponymous protagonist of both The Witcher novelistic cycle written by Andrzej Sapkowski and the computer game The Witcher 3: Wild Hunt (CD Projekt RED, 2015). My analysis offers a comparative examination of Geralt in the […]

Diversity without Defense: Reframing arguments for diversity in games

Special Issue, July 2017 PDF Version ADRIENNE SHAW Temple University Abstract Most media studies arguments for the representation of marginalized groups have focused on exploring why more diversity in cultural texts is important. Points that have been made encompass everything from claims of direct media effects to analyzing how trends in representation reinforce hegemonic norms. Because of […]

Introduction : Problématiques de genre dans les jeux vidéo

Numéro spécial, juillet 2017 Version PDF GABRIELLE TRÉPANIER-JOBIN Université du Québec à Montréal Depuis le début des années 1990, plusieurs chercheurs et chercheuses féministes s’efforcent de mettre en évidence la prolifération de stéréotypes de genre et de trames narratives sexistes dans les jeux vidéo, de même que la marginalisation des joueuses et des conceptrices de jeux. […]

Introduction: Gender Issues in Video Games

Special Issue, July 2017 PDF Version  GABRIELLE TRÉPANIER-JOBIN Université du Québec à Montréal Since the beginning of the 1990s, many feminist scholars have highlighted the proliferation of gender stereotypes and sexist narratives in video games, as well as the marginalization of female players and game designers. The solutions advanced to address sexism in game culture and to […]

« Brandir le poing » : Média, engagement et « musiques émergentes »

Volume 6, numéro 1, décembre 2016 Version PDF MARTIN LUSSIER Université du Québec à Montréal Résumé Partant de la suggestion que l’engagement musical ne serait pas qu’affaire de textes contestataires, cette contribution amorce le repeuplement d’une musique populaire engagée trop souvent prise pour acquise. Elle propose notamment que la presse écrite a un rôle important […]

Cloud Connectivity and Contemporary Electronic Dance Music Production

Volume 6, Issue 1, December 2016 PDF Version MARTIN K. KOSZOLKO & ED MONTANO RMIT University Abstract Remote music collaboration software enables interaction between global communities of musicians across transcultural and transnational spaces, creating globalized networks of connected music producers. Examining practices around contemporary music production in the cloud generates new perspectives on how technological […]

Accounting for Listening: how music streaming has changed what it means to listen

Volume 6, Issue 1, December 2016 PDF Version MATHEW FLYNN Liverpool Institute for Performing Arts Abstract Through personalised playlists, music streaming services promise customers they can listen to more of the music they like. However, to benefit, users have to concede the privacy of their music taste to the data algorithms of the service. This […]

Introduction: Musique et médias, des connectivités à repenser

Volume 6, numéro 1, décembre 2016 Version PDF ANDRÉANE MORIN-SIMARD & HÉLÈNE LAURIN Université de Montréal / Université du Québec à Montréal Que l’on admette l’avènement d’une « révolution numérique » (i.e. Chantepie et Le Diberder, 2010; Bartmanski et Woodward, 2013) ou, à l’instar de Jenkins (2006), que l’on préfère la notion de « convergence […]

World of Warcraft dramaturgical approach: a drama that plays with its own limits

Special Issue, April 2016: Exploring the Frontiers of Digital Gaming PDF Version VICTOR CAYRES & ADOLFO DURAN CAPES Foundation, Ministry of Education of Brazil / Federal University of Bahia   Abstract Video games Dramaturgical models are not thoroughly mapped yet. In this context, even a computer game like World of Warcraft lacks dramaturgical analysis. In this […]

Bridging the gap between game designers and cultural institutions: a typology to analyse and classify Cultural Pervasive Games

Special Issue, April 2016: Exploring the Frontiers of Digital Gaming PDF Version DIANE DUFORT, FEDERICO TAJARIOL & IOAN ROXIN Université de Franche-Comté Abstract In the last fifteen years, pervasive games, i.e. games that blend a gameworld and reality were created most notably to promote movies, series or videogames. Chosen for their combination of assets, they […]

Differentiating Serious, Persuasive, and Expressive Games

Special Issue, April 2016: Exploring the Frontiers of Digital Gaming PDF Version GABRIELLE TRÉPANIER-JOBIN Université du Québec à Montréal    Abstract This article highlights the similarities and differences between “serious”, “persuasive” and “expressive” games. Since these categories rely on the developer’s intention and since this intention is not always clearly stated, I identify a series […]

Defining and designing expressive games: the case of Keys of a gamespace

Special Issue, April 2016: Exploring the Frontiers of Digital Gaming PDF Version SÉBASTIEN GENVO Université de Lorraine    Abstract This article initially presents the background and the theoretical framework going along with a research – creation initiative that focuses on the concept of « expressive game », which encourages players to experience various ethical and moral choices, […]

Replaying the Lost Battles: the Experience of Failure in Polish History-Themed Board Games

Special Issue, April 2016: Exploring the Frontiers of Digital Gaming PDF Version PIOTR STERCZEWSKI Jagiellonian University in Kraków    Abstract The article aims to analyse ideological aspects of depicting failed historical battles in games in order to reflect on the game medium’s potential to depict events conventionally regarded as tragic. This is shown through the […]