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Mondes secondaires / mondes persistants

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Constructions narratives (non-linéarité)
Modes de relation / d'existence
Ontologies (espace, temps, existence)

Wolf2014 Worlds. Les territoires du virtuel: Mondes de synthèse (MMORPG), univers virtuels ... - Sous la direction d'Anolga Rodionoff. Dans le labyrinthe des réalités: (3e édition) - François-Gabriel ROUSSEL. Les métavers: Dispositifs, usages et représentations - Julien Péquignot, François-Gabriel ROUSSEL. Les mondes virtuels: Panorama et perspectives - François-Gabriel ROUSSEL. Comment trouver son chemin dans les jeux vidéo ? Abstract : While video games have become a major cultural practice, we still know little about the diversity of the video game audience and their practices.

Comment trouver son chemin dans les jeux vidéo ?

The need to identify the main issues of the reticularization of the video game practice territories, and to overcome normative debates on violence and addiction, requires a multidisciplinary approach, at the interface between social and cultural geography, and the sociology of cultural practices. The analysis of video games as spatial systems allows us to comprehend the interaction between the different levels of video game practices, and refocusing the study on the players themselves. AAC N°23 - Des jeux et des mondes. La politique éditoriale de la revue ¿ Interrogations ?

AAC N°23 - Des jeux et des mondes

Est une revue à comité de lecture. Tous les articles reçus sont d’abord soumis à une pré-expertise interne au comité de rédaction, qui évalue leur pertinence scientifique, ainsi que leurs qualités rédactionnelles. Ils sont ensuite soumis à une double expertise à l’aveugle, réalisée anonymement par le comité de lecture ou par des chercheurs sollicités à l’extérieur.La revue est indépendante de toutes institutions (universités, laboratoires, etc.) et de toutes écoles. Elle défend la pluridisciplinarité et le croisement des regards épistémologiques et méthodologiques.Dans un souci de diffusion de la connaissance, l’ensemble des numéros est en libre accès sur le site internet de la revue ( dès leur mise en ligne et ce, sans aucune restriction.

De Tolkien à « Yu-Gi-Oh » Gilles B rougè re culture populaire.

De Tolkien à « Yu-Gi-Oh »

Elle devient plus réelle, plus vraie que le réel, mais elle se simplifie en devenant images et principes ludiques. Interview with Dr. Mark J. P. Wolf author of Of Words and Worlds: The Imagination and Subcreation of J. R. R. Tolkien (13.12.07) Interview with the author Dr.

Interview with Dr. Mark J. P. Wolf author of Of Words and Worlds: The Imagination and Subcreation of J. R. R. Tolkien (13.12.07)

Mark J. P. Wolf: How did you get interested in Professor Tolkien's works? MJPW: I’ve been interested in Tolkien’s work since I read his books in grade school, and of course I’ve reread them since. I'd like to talk about your book Of Words and Worlds: The Imagination and Subcreation of J. You are best known for your many scholarly publications in the area of video games, ethics, and new media. In the description by the publisher I read the book focuses specifically on how his imagination and his imaginary world (which he called his subcreation) relates to his life, works, and faith. What resources did you use to find the relations between his imaginary world and his life, works and faith? What was the effect of Tolkien’s books on the whole fantasy genre? Will you also discuss the influence Tolkien had on the gaming industry, or better, the creation of his Middle-earth? 9781136220814 sample 501159.

World Building Institute. Home // People // Mark J.

World Building Institute

P. Wolf Mark J. P. Wolf Professor, Communication Department, Concordia University Wisconsin Mark J. Building Imaginary Worlds: An Interview with Mark J. P. Wolf. This is the first of a series of interviews I am planning to run on this blog throughout the fall with authors, critics, and designers who are exploring the concept of world building through their work.

Building Imaginary Worlds: An Interview with Mark J. P. Wolf

The concept of world-building (or world-sharing, as Derek Johnson recently described it) has a long and varied history with roots in the popular discourse of science fiction and fantasy writers and in analytic and aesthetic philosophy. Increasingly, the concept of world building has become foundational to discussions of transmedia storytelling. As one long time screen writer told me some years ago, when he started, he pitched a story because you needed to have a great story to make a great film; then, he pitched a character because a compelling character can extend across a series of sequels; and now, he pitches a world, since a world can support multiple stories involving multiple characters across multiple media platforms.

“The story is in the world; not the other way around. The Laws of the Virtual Worlds. Synthetic Worlds. Jenkins game design. Play Between Worlds. FYP Editions - Frank Beau (dir.), Culture d'univers (2007) Collection : INNOVATION Avril 2007 360 pages La société fait la découverte de nouveaux univers tels que Second Life et des jeux de rôles en ligne de portée mondiale comme World of WarCraft.

FYP Editions - Frank Beau (dir.), Culture d'univers (2007)

On estime à plus de cinquante millions le nombre de personnes qui fréquentent quotidiennement ces mondes persistants. Fruit de la collaboration d’une quarantaine d’experts internationaux, Culture d’Univers rend lisible un sujet jusqu’ici incroyablement complexe. Synthétique et prospectif, Culture d’Univers décrypte cette nouvelle culture et rend compte de ce qui se pratique et se crée dans ces nouveaux mondes. Journal of Virtual Worlds Research.