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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Format: | Article |
Language: | deu |
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Conserveries Mémorielles
2018-10-01
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Series: | Conserveries Mémorielles |
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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 |
language | deu |
publishDate | 2018-10-01 |
publisher | Conserveries Mémorielles |
record_format | Article |
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 |