De Wolfenstein à Half-life : les canons du jeu de combats : Eléments pour une analyse des formes de création et de réception des jeux vidéo

Abstract : The video game market, which is dominated by American and Japanese products, seems to be expanding rapidly. It offers its users varied and constantly renewed softwares. Despite the video game's relative novelty, the market tends to breed products with a stable format. Three dimension video games are a good example, characterized by the use of homogenous narrative techniques. This homogeneity cannot be assigned only to the simplicity of the game's initial concept. These games can be presented as the result both of a series of creative transpositions, from one title to another, and of a process of importing narrative techniques, the same type of play we find in more traditional forms, such as novels or films.
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Submitted on : Monday, April 22, 2013 - 10:23:07 AM
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Olivier Zerbib. De Wolfenstein à Half-life : les canons du jeu de combats : Eléments pour une analyse des formes de création et de réception des jeux vidéo. Protée. Revue internationale de théories et de pratiques sémiotiques, Université du Québec, 2002, 30 (1), pp.29-37. ⟨10.7202/006696ar⟩. ⟨halshs-00816380⟩

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