Parler de son vécu à travers la création vidéoludique : une étude du jeu Dys4ia

Dys4ia is an autobiographical video game created by Anna Anthropy, dealing with gender dysphoria. The subject treated, as well as the approach of the writing of the lived experience in video game, make this creation an atypical case at the crossroads of several subversive tendencies regard to the me...

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Main Author: Rémy Sohier
Format: Article
Language:deu
Published: Conserveries Mémorielles 2018-10-01
Series:Conserveries Mémorielles
Subjects:
Online Access:https://journals.openedition.org/cm/3285
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author Rémy Sohier
author_facet Rémy Sohier
author_sort Rémy Sohier
collection DOAJ
description Dys4ia is an autobiographical video game created by Anna Anthropy, dealing with gender dysphoria. The subject treated, as well as the approach of the writing of the lived experience in video game, make this creation an atypical case at the crossroads of several subversive tendencies regard to the media. A technical and aesthetic analysis makes it possible to identify forms of criticism and militant activity against certain standards of industrial creation. The game can be studied to specify how the experience is autobiographical and how the tools are used. An approach to writing the game as an observation of the tensions between the action and the environment is proposed.
format Article
id doaj-art-da6e21f95e00494589cfc99e86484f1a
institution Kabale University
issn 1718-5556
language deu
publishDate 2018-10-01
publisher Conserveries Mémorielles
record_format Article
series Conserveries Mémorielles
spelling doaj-art-da6e21f95e00494589cfc99e86484f1a2025-02-05T16:16:23ZdeuConserveries MémoriellesConserveries Mémorielles1718-55562018-10-01Parler de son vécu à travers la création vidéoludique : une étude du jeu Dys4iaRémy SohierDys4ia is an autobiographical video game created by Anna Anthropy, dealing with gender dysphoria. The subject treated, as well as the approach of the writing of the lived experience in video game, make this creation an atypical case at the crossroads of several subversive tendencies regard to the media. A technical and aesthetic analysis makes it possible to identify forms of criticism and militant activity against certain standards of industrial creation. The game can be studied to specify how the experience is autobiographical and how the tools are used. An approach to writing the game as an observation of the tensions between the action and the environment is proposed.https://journals.openedition.org/cm/3285Environmentactiongame criticautobiographyvideo game
spellingShingle Rémy Sohier
Parler de son vécu à travers la création vidéoludique : une étude du jeu Dys4ia
Conserveries Mémorielles
Environment
action
game critic
autobiography
video game
title Parler de son vécu à travers la création vidéoludique : une étude du jeu Dys4ia
title_full Parler de son vécu à travers la création vidéoludique : une étude du jeu Dys4ia
title_fullStr Parler de son vécu à travers la création vidéoludique : une étude du jeu Dys4ia
title_full_unstemmed Parler de son vécu à travers la création vidéoludique : une étude du jeu Dys4ia
title_short Parler de son vécu à travers la création vidéoludique : une étude du jeu Dys4ia
title_sort parler de son vecu a travers la creation videoludique une etude du jeu dys4ia
topic Environment
action
game critic
autobiography
video game
url https://journals.openedition.org/cm/3285
work_keys_str_mv AT remysohier parlerdesonvecuatraverslacreationvideoludiqueuneetudedujeudys4ia