Archives pour la catégorie Articles / Papers

« 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 […]

Welcome to the Dollhouse. Constructing Bodies in Crytek’s Crysis and Mattel’s Kiddle Dolls.

Special Issue, April 2016: Exploring the Frontiers of Digital Gaming  PDF Version CARL THERRIEN & JOYCE GOGGIN Université de Montréal / Universiteit van Amsterdam Abstract In this paper, we try to defamiliarize our assumptions about dolls/action figures and avatars, by confronting two seemingly distinct toy lines. We reactivate a lineage between avatars and dolls through […]

Football Manager: Mutual Shaping between Game, Sport, and Community

Special Issue, April 2016: Exploring the Frontiers of Digital Gaming PDF Version ALEXANDRE HOCQUET Université de Lorraine & CNRS   Abstract Football Manager is one of the most popular sports management video games. For twenty years now, it has been a best seller in all the countries of the world where football is culturally important. […]

Century of Play: 18th Century Precursors of Gamification

Special Issue, April 2016: Exploring the Frontiers of Digital Gaming PDF Version MATHIAS FUCHS Leuphana University   Abstract This article traces back a games-related phenomenon that is currently called gamification, but has been known, theoretised about, used, misused and exploited avant la lettre. The notion of gamification is often said to have been coined in 2002 […]

Introduction : Explorer les frontières du jeu numérique : jeux traditionnels, jeux expressifs, jeux pervasifs

Numéro spécial, avril 2016: Explorer les frontières du jeu numérique  Version PDF SÉBASTIEN GENVO & CARL THERRIEN Université de Lorraine / Université de Montréal Depuis le début des années 2000, l’étude des jeux numériques a pris une place considérable dans la littérature académique consacrée aux phénomènes ludiques, au point où de nombreux articles se proposant de faire un […]

The Game Freaks Who Play With Bugs – In Praise of the Video Game Xevious

Volume 5, Issue 1, December 2015 PDF Version Nakazawa Shin’ichi Translated by Jérémie Pelletier-Gagnon and Tsugumi Okabe University of Alberta Translators’ Introduction Jérémie Pelletier-Gagnon “The mystery deepens every time you play!! When will the entirety of Xevious be revealed?” (Xevious Promotional Poster, Namco 1983) In the 1980s, Japanese habits were being drastically transformed by the […]

Book review: Marc Steinberg, Anime’s Media Mix: Franchising Toys and Characters in Japan, Minneapolis: University of Minnesota Press, 2012

Volume 5, Issue 1, December 2015 PDF Version Frédéric Clément Université de Montréal Coming from University of Minnesota Press, Anime’s Media Mix: Franchising Toys and Characters in Japan (2012) continues the publisher’s tradition of releasing academic books on anime and Japanese popular culture, such as the annual journal Mechademia (2006–today), Thomas Lamarre’s The Anime Machine: […]

Playing (with) the Trace: Localized Culture in Phoenix Wright

Volume 5, Issue 1, December 2015 PDF Version Stephen Mandiberg University of California, San Diego Abstract This article elaborates how residual traces of a video game’s national and cultural origins – overlooked or ignored due to limited funding – can be an ethically responsible part of game localization when the goal of localization is not simply immersion, […]