Skip to Main content Skip to Navigation
Book sections

Où passe le genre ? Les jeux vidéo au prisme des théories féministes du cinéma

Abstract : Gender is one of the major keys to the intelligibility of video game practices. It remains to be seen how precisely gender demands are made in the activity, not only in the representations implemented by these cultural objects that are games, but also in the play, the logic of desires and the construction of game experiences. We propose to elaborate this topical question, drawing on the corpus of feminist theories of cinema, in particular the texts that seek to describe the experience of the spectator. An examination of the debates that run through feminist cinema theories makes it possible to identify at least three ways of approaching the operation of gender: at the level of representation systems, at the level of the cinematographic system itself, at the level of the different spectatorial situations and "ways of seeing". We will consider each of these layers of analysis successively, questioning the results that can be transposed into the neighbouring field of video game studies.
Complete list of metadatas

Cited literature [29 references]  Display  Hide  Download

https://halshs.archives-ouvertes.fr/halshs-02375026
Contributor : Mathieu Triclot <>
Submitted on : Thursday, November 21, 2019 - 6:18:49 PM
Last modification on : Tuesday, October 27, 2020 - 2:34:26 PM

File

2015.06.11.JeuVideoGenre.pdf
Files produced by the author(s)

Identifiers

  • HAL Id : halshs-02375026, version 1

Citation

Mathieu Triclot. Où passe le genre ? Les jeux vidéo au prisme des théories féministes du cinéma. Fanny Lignon. Genre et jeux vidéo, Presses universitaires du Midi, pp.19-36, 2015, Sciences Sociales - Le temps du genre 978-2-8107-0363-0. ⟨halshs-02375026⟩

Share

Metrics

Record views

114

Files downloads

185