Comment le jeu vidéo pense l’expérience du milieu urbain

Spatial dimension of video game was discussed extensively within game studies, but the representation of the experience of places and milieus remains relatively unexplored so far. Mesocriticism, a perspective that account for the aforementioned experience in video games will be described in this pap...

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Main Author: Christophe Duret
Format: Article
Language:deu
Published: Conserveries Mémorielles 2018-10-01
Series:Conserveries Mémorielles
Subjects:
Online Access:https://journals.openedition.org/cm/3362
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author Christophe Duret
author_facet Christophe Duret
author_sort Christophe Duret
collection DOAJ
description Spatial dimension of video game was discussed extensively within game studies, but the representation of the experience of places and milieus remains relatively unexplored so far. Mesocriticism, a perspective that account for the aforementioned experience in video games will be described in this paper. Through an analysis of the problematic articulation between non-places and local socialities of the urban milieu of Dead Rising 3 and the alternative experience of this milieu, it will be shown how video games, as simulations of a mode of inhabiting, propose a cartography of the Self, and therefore a better comprehension of our being-in-the-world.
format Article
id doaj-art-4fba00fa9cfc4dfc97610883faa10566
institution Kabale University
issn 1718-5556
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publisher Conserveries Mémorielles
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series Conserveries Mémorielles
spelling doaj-art-4fba00fa9cfc4dfc97610883faa105662025-02-05T16:16:23ZdeuConserveries MémoriellesConserveries Mémorielles1718-55562018-10-01Comment le jeu vidéo pense l’expérience du milieu urbainChristophe DuretSpatial dimension of video game was discussed extensively within game studies, but the representation of the experience of places and milieus remains relatively unexplored so far. Mesocriticism, a perspective that account for the aforementioned experience in video games will be described in this paper. Through an analysis of the problematic articulation between non-places and local socialities of the urban milieu of Dead Rising 3 and the alternative experience of this milieu, it will be shown how video games, as simulations of a mode of inhabiting, propose a cartography of the Self, and therefore a better comprehension of our being-in-the-world.https://journals.openedition.org/cm/3362jeux vidéoHerméneutiquemésocritiquemésologiemilieunon-lieu
spellingShingle Christophe Duret
Comment le jeu vidéo pense l’expérience du milieu urbain
Conserveries Mémorielles
jeux vidéo
Herméneutique
mésocritique
mésologie
milieu
non-lieu
title Comment le jeu vidéo pense l’expérience du milieu urbain
title_full Comment le jeu vidéo pense l’expérience du milieu urbain
title_fullStr Comment le jeu vidéo pense l’expérience du milieu urbain
title_full_unstemmed Comment le jeu vidéo pense l’expérience du milieu urbain
title_short Comment le jeu vidéo pense l’expérience du milieu urbain
title_sort comment le jeu video pense l experience du milieu urbain
topic jeux vidéo
Herméneutique
mésocritique
mésologie
milieu
non-lieu
url https://journals.openedition.org/cm/3362
work_keys_str_mv AT christopheduret commentlejeuvideopenselexperiencedumilieuurbain