Jeu vidéo : entre texte et pratique
Damien Djaouti | 29 juin 2009 | 16:55L’association italienne d’études sémiotiques vient de publier un numéro de sa revue scientifique dédiée au jeu vidéo :
Au programme de ce numéro, une douzaine d’article en libre accès, repartis en cinq groupes thématiques :
Introduction
by Dario Compagno and Patrick Coppock
I - Playing Games: from Cooperation to Interaction
Interpretive Cooperation and Procedurality. A Dialogue between Semiotics and Procedural Criticism
Gabriele Ferri
The Collapse and Reconstitution of the Cinematic Narrative: Interactivity vs Immersion in Game Worlds
Otto Lehto
II - Which Role for Narrativity in Computer Games?
Bridging the Narratology - Ludology Divide. The Tetris Case
Jack Post
Les Jeux sont Faits! Immersiveness and Manageability of Game Narratives
Alessandro Catania
III - Revisiting Enunciation: Embodied Players
Simulacral and Embodied Enunciation in Computer Games
Agata Meneghelli
Adamant Bodies. The Avatar-Body and the Problem of Autoempathy
Adriano D’Aloia
IV - Temporal and Spatial Features of Virtual Environments
Chronology and Historicization in Virtual Worlds and Video Games
Mario Gerosa, Jennifer Grace-Dawson
Manic Miner under the Shadow of the Colossus: A Semiotic Analysis of the Spatial Dimension in Platform Video Games
Joaquìn Siabra-Fraile
Spatial Typologies of Games
Alex Wade
V - Authorship and Game Creation
The Adam of Videogames. From Invention to Authorship through the Analysis of Primordial Games
Marco Benôit Carbone
Logos Language in Richard Garriot’s Tabula Rasa: an Analysis of Symbols, Semantics and Textual Implication
Filippo Zanoli
Pour accéder aux articles, rendez-vous sur le site de la revue.






















