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Dominic Arsenault
  • Dominic Arsenault
    Département d'histoire de l'art et d'études cinématographiques
    Université de Montréal
    CP 6128, succ. centre-ville
    Montréal (Québec)
    H3C 3J7
    Canada
Published by the MIT Press in the "Platform Studies" series, this is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of... more
Published by the MIT Press in the "Platform Studies" series, this is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo’s conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony’s PlayStation.

Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo's "Super Power". He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts ("Spoony Bards") for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform’s "Silverware" architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.
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Do video games tell stories? And if they do, how and why do they do so? In this study, Dominic Arsenault takes the reader through the battlefield of ludology and narratology in video game studies, and argues for a radically new... more
Do video games tell stories? And if they do, how and why do they do so? In this study, Dominic Arsenault takes the reader through the battlefield of ludology and narratology in video game studies, and argues for a radically new narratological conception of the video game. Like a Starcraft Zerg Drone, he extracts ideas from the rich veins of new media and video game studies, along with the latest developments of narratology and French film theory, and morphs them in with his own personal historical insights and gameplay experience with video games and pen-and-paper role-playing games. The resulting theoretical approach finds that narration, as a process, is intrinsic to video game playing, independently of the “cut-scenes” usually much touted by the proponents of interactive storytelling. Academics with an interest in video game studies, narratology or new media will find here a novel perspective on a well-researched subject, while like-minded students and amateur, professional and prospective game developers will also appreciate the quick, efficient and readable introduction to these hot topics.
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Introduction to special issue  "It's [not Just] in the Game" : the Promotional Context of Video Games
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As video games will always be defined by what the player is doing, Dominic Arsenault and Bernard Perron tackle the concept of gameplay in “In the Frame of the Magic Cycle: The Circle(s) of Gameplay.” Opposed to the spatial metaphor of... more
As video games will always be defined by what the player is doing, Dominic Arsenault and Bernard Perron tackle the concept of gameplay in
“In the Frame of the Magic Cycle: The Circle(s) of Gameplay.” Opposed to
the spatial metaphor of Huizinga’s “magic circle” of gameplay, they conceptualize the partaking in a game as a cognitive frame, as an ongoing process. To cast off the implications of redundancy or stagnation contained in a circle, they resort instead to the figure of the spiral, which accounts for the gamer’s progression through the game. Their gamer- and gameplay-centric model features three interconnected spirals which represent the cycles gamers have to go through in order to answer gameplay, narrative, and interpretative questions, in both heuristic and hermeneutic fashion. They also underscore the fact that gamers cannot access a game’s algorithms directly and must instead construct an image of the game system, whose degree of fidelity towards the actual rules of the game may greatly vary (depending, for instance, if the gamer is playing to progress through the game, as opposed to playing to master the game mechanics).
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This paper re-frames virtual interactive characters as " subjective interfaces " with the purpose of highlighting original affordances for interactive story-telling through conversation. This notion is theoretically unpacked in the... more
This paper re-frames virtual interactive characters as " subjective interfaces " with the purpose of highlighting original affordances for interactive story-telling through conversation. This notion is theoretically unpacked in the perspectives of narratology, interaction design and game design. Existing and imagined scenarios are presented in which subjective interfaces are elevated as core interaction mechanics. Finally, technical challenges posed by this approach are reviewed alongside relevant existing research leads.
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This paper lays out a unified framework of the ergodic animage, the rule-based and interactiondriven part of visual representation in video games. It is the end product of a three-year research project conducted by the INTEGRAE team, and... more
This paper lays out a unified framework of the ergodic animage, the rule-based and interactiondriven
part of visual representation in video games. It is the end product of a three-year research
project conducted by the INTEGRAE team, and is divided into three parts. Part 1 contextualizes
the research on graphics and visuality within game studies, notably through the opposition between
fiction and rules and the difficulties in finding common vocabulary to discuss key visual concepts
such as perspective and point of view. Part 2 discusses a number of visual traditions through which
we frame video game graphics (film, animation, art history, graphical projection and technical
drawing), highlighting their relevance and shortcomings in addressing the long history of video
games and the very different paradigms of 2D and 3D graphics. Part 3 presents the Game FAVR,
a model that allows any game’s visual representation to be described and discussed through a
common frame and vocabulary. The framework is presented in an accessible manner and is
organized as a toolkit, with sample case studies, templates, and a flowchart for using the FAVR
provided as an annex1
, so that researchers and students can immediately start using it.
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Qu’on le considère comme le dixième art à la manière des Français ou comme divertissement juvénile dangereux à l’instar de certains médias qui en font l’objet de paniques morales , le jeu vidéo demeure dans tous les cas un phénomène... more
Qu’on le considère comme le dixième art à la manière des Français  ou comme divertissement juvénile dangereux à l’instar de certains médias qui en font l’objet de paniques morales , le jeu vidéo demeure dans tous les cas un phénomène économique, culturel et social d’envergure, qu’on compare fréquemment avec le cinéma. De façon superficielle ou alors a priori, le cinéma semble être un point de comparaison incontournable lorsque vient le temps de situer le jeu vidéo : tous deux emploient l’image en mouvement et le son, tous deux peuvent être vus comme une forme d’expression qui réalise la synthèse des arts de l’espace et des arts du temps, ils emploient des dispositifs technologiques communs, et sont tous deux aux prises avec les tensions entre art, divertissement et industrie. Mais ces comparaisons ont leurs limites, et entraînent même des effets pervers dès lors qu’on les laisse façonner notre conception du jeu vidéo à travers un prisme cinématographique, alors que sous bien des aspects d’autres prismes s’avéreraient plus productifs. C’est le cas notamment lorsque vient le temps d’étudier le statut, la fonction et les techniques de graphisme qui composent l’image.

À travers ce texte, je m’efforcerai de montrer en quoi l’image vidéoludique n’entretient pas un rapport privilégié avec l’image cinématographique, et à partir de quels autres paradigmes et séries culturelles (Gaudreault, 1997) on peut l’envisager pour en cerner les tenants et aboutissants avec plus de précision. On verra aussi que certains types de cinéma y jouent également un rôle important. Mais pour en arriver là, il me faudra d’abord établir clairement les deux raisons qui nous poussent traditionnellement à surestimer l’importance du cinéma comme modèle approprié pour l’étude du jeu vidéo, soit la grande diversité interne qui est rassemblée et gommée sous le vocable « jeu vidéo », et la lutte pour une légitimation culturelle qui le caractérise depuis les années 1990.
Si le jeu existe depuis toujours et que, suivant la fameuse théorie de l’historien des cultures Johan Huizinga (1951[1938]), l’être humain ne serait pas tant un homo sapiens (un homme qui raisonne) qu’un homo ludens (un homme qui... more
Si le jeu existe depuis toujours et que, suivant la fameuse
théorie de l’historien des cultures Johan Huizinga
(1951[1938]), l’être humain ne serait pas tant un homo
sapiens (un homme qui raisonne) qu’un homo ludens (un
homme qui joue), il n’en demeure pas moins que l’idée que
l’on se fait du jeu évolue avec les époques. La nôtre ne peut
faire l’économie du jeu vidéo.
Quels sont les effets des jeux vidéo sur les individus ?
Quelles sont les mutations en cours dans le monde des jeux vidéo ?
Quels types de culture et de société instaurent les jeux vidéo ?
De plus en plus, le jeu vidéo se présente et se vit en termes de récit, ce qui n’est pas sans causer de nombreux maux de tête aux concepteurs de jeux comme aux théoriciens. Cet article s’intéresse au rôle central joué par le personnage... more
De plus en plus, le jeu vidéo se présente et se vit en termes de récit, ce qui n’est pas sans causer de nombreux maux de tête aux concepteurs de jeux comme aux théoriciens. Cet article s’intéresse au rôle central joué par le personnage dans la réconciliation de la narrativité et de l’interactivité à travers une étude théorique et critique de quelques stratégies employées par les concepteurs pour réaliser une fusion identitaire du joueur avec le personnage. Il y est question de deux postures d’immersion fictionnelle identifiées par Jean-Marie Schaeffer : l’identification allosubjective et la virtualisation identitaire. Ces postures sont liées à des processus de design de personnage : l’approche avatorielle, centrée sur le concept d’avatar et qui tente d’aplanir les différences intersubjectives, et l’approche actorielle, qui au contraire vise à les accroître en faisant du personnage un acteur autonome plutôt qu’un avatar. Ces deux pratiques ne sont pas mutuellement exclusives; au contraire, il est démontré que pour réaliser l’immersion fictionnelle, la plupart des jeux tentent de conserver une trace du joueur dans l’avatar, et une trace du personnage dans l’acteur. Des marqueurs d’allosubjectivité et de subjectivisation sont identifiés par l’analyse des jeux Metroid Prime, Duke Nukem 3D, Gears of War et Shadowrun. Enfin, l’article étudie également les rapports entre le ludique et le narratif selon le rôle actantiel du joueur et du personnage, écorchant au passage la convention du « héros muet » (silent protagonist) souvent rencontrée dans le jeu vidéo mais ultimement improductive.
The present project aims to unravel the links between graphical technologies and innovation in the games industry and in gamer culture by focusing on a specific historical corpus: the transition from 2D to 3D graphics in the 1990s. This... more
The present project aims to unravel the links between graphical technologies and innovation in the games industry and in gamer culture by focusing on a specific historical corpus: the transition from 2D to 3D graphics in the 1990s. This transition is of the utmost importance in video game history because it conflates two different issues, which analysis and research will distillate: innovation in graphical technologies, in the capacity to represent and implement tridimensional game spaces, and in types of gameplay. From a research and disciplinary standpoint, rooting this study in the graphical dimension of gameplay allows for interesting and fruitful interdisciplinary explorations of art history and film studies approaches; moreover, it makes a strong case for the shortcomings of any single disciplinary framework, and for the importance of game studies to establish itself as an academic discipline of its own.
While technological innovation is important in the games industry, it only leads to success in an indirect and limited way. Technological innovation acts as a pole of attraction for game developers by delimiting a certain technological... more
While technological innovation is important in the games industry, it only leads to success in an indirect and limited way. Technological innovation acts as a pole of attraction for game developers by delimiting a certain technological trajectory (Nelson and Winter, 1982), and it also appeals to consumers because a technology always brings about a certain promise as well (Raynauld, 2003). However, this trajectory must be coupled with a trajectory of innovation, that is, a renewing of game forms and possibilities of action for players. It is usually taken for granted in game historiography that “Game graphics were, and to a large extent still are, the main criteria by which advancing video game technology is benchmarked” (Wolf 2003, p.53). But there is more: if we understand graphics as a conceptual interface linking consumers with the underlying, invisible technologies, we must also integrate the usages that are made of these technologies. To this end, we would like to propose a new distinction into the model of relationships between innovation, technology and graphics: the concept of graphical regime.

We believe that the essential feature of new graphical technologies is to cement and standardize new 'graphical regimes', as in innovative ways of viewing and - more importantly - of playing. The graphical regime is to be understood as the range of affordances that the game creators open or close for the player, independently of the technical graphical capabilities or limitations. This paper will situate the concept of graphical regime and exemplify it through a range of historically relevant technologies and singular games. It will also open up theoretical questions of point of view and perspective, and situate these along the general problematic of the gap between technological limitations in graphics and gameplay affordances.
Nous proposons d'aborder dans cet article la question des rapports entre le jeu vidéo et le cinéma à travers une étude de cas spécifique : la franchise Assassin's Creed, qui s'inscrit dans un contexte techno-historico-culturel bien précis... more
Nous proposons d'aborder dans cet article la question des rapports entre le jeu vidéo et le cinéma à travers une étude de cas spécifique : la franchise Assassin's Creed, qui s'inscrit dans un contexte techno-historico-culturel bien précis : celui des technologies de l'image numérique au Québec. Plus particulièrement, nous nous questionnerons sur le rôle que joue la trilogie de courts métrages Assassin's Creed: Lineage, réalisés par Yves Simoneau et Hybride Technologies, et diffusés gratuitement sur YouTube dans le but d'attiser l'intérêt des joueurs avant la sortie du jeu Assassin's Creed II. De toutes les déclinaisons médiatiques de la franchise Assassin's Creed à ce jour, c'est elle qui incarne le mieux la convergence technologique entre le cinéma et le jeu vidéo, mais aussi notre modèle original de constellation transmédiatique. Loin d'agir comme de simples outils promotionnels, les films capitalisent sur les forces du cinéma et contribuent au déploiement de la franchise, mais non sans heurts. Du général au particulier, nous nous intéresserons d'abord à la relation entre ces deux arts, que l'on peut envisager sous deux paradigmes : celui de la remédiatisation et celui de la transmédialité; puis, nous traiterons du cas Assassin's Creed comme étant la plus récente incarnation des rapports de croisement et de tension entre le cinéma et le jeu vidéo. Nous montrerons comment le modèle transmédiatique s'inscrit dans le prolongement des questionnements portant sur la remédiatisation, puis comment il éclaire et met à contribution les spécificités qui distinguent le cinéma et le jeu vidéo comme les points communs qui les rassemblent.
La pertinence des enjeux de la légitimation culturelle aujourd’hui fait que la question ne peut être écartée. Plus largement, c’est l’effondrement des autorités symboliques, qui traditionnellement se portaient garantes d’un certain... more
La pertinence des enjeux de la légitimation culturelle aujourd’hui fait que la question ne peut être écartée. Plus largement, c’est l’effondrement des autorités symboliques, qui traditionnellement se portaient garantes d’un certain calibre au niveau des contenus et des compétences soutenues, qui est soulevé par cette problématique. Ce numéro de Kinephanos a été pour nous une occasion privilégiée de réfléchir à cette question complexe et d’une contemporanéité tombant à point.
Cet article pose les jalons d’une nouvelle approche théorique de la question du genre, la pragmatique des effets génériques. Cette approche permet de résoudre les problèmes qui découlent du phénomène de l’hybridité générique, une... more
Cet article pose les jalons d’une nouvelle approche théorique de la question du genre, la pragmatique des effets génériques. Cette approche permet de résoudre les problèmes qui découlent du phénomène de l’hybridité générique, une difficulté qui limite l’analyse formelle d’objets culturels d’un point de vue générique. Ce nouveau paradigme donne la primauté non pas au texte comme objet fini, mais à l’expérience de son parcours par un lecteur/spectateur/joueur.
Pour la pragmatique des effets génériques, le genre s’exprime dans des effets génériques qui se manifestent ponctuellement à travers la séquence sémiotique d’un objet culturel, que le
lecteur/spectateur/joueur peut reconnaître et qui modulent à la fois son horizon d’attentes et sa compréhension cognitive de l’objet.

La pertinence et les ramifications de cette approche sont démontrées à l’aide d’une étude de cas qui porte sur le genre vidéoludique du survival horror. Celui-ci est déconstruit en ses deux composantes, soit le genre thématique de l’horreur et le genre ludique du survival. Chacun est étudié à travers deux jeux, Resident Evil et Diablo, respectivement emblématique et étranger au genre. Néanmoins, l’analyse des éléments formels et de la jouabilité de Diablo du point de vue expérientiel démontre que ses mécaniques de jeu et sa structure donnent lieu à des effets
d’horreur et de survival qui, bien que non prioritaires, ne peuvent être écartés d’une analyse sans risquer de dénaturer l’objet.
The papers published herein favor an intermedial approach to the manifestations of horror in other cultural practices (literary and filmic) in order to chart the realm of videoludic horror. This study of videoludic, filmic and literary... more
The papers published herein favor an intermedial approach to the manifestations of horror in other cultural practices (literary and filmic) in order to chart the realm of videoludic horror. This study of videoludic, filmic and literary horror constitutes an essential starting point to better understand the specificity of each media, and opens up multiple areas of inquiry. Of concern are the ways in which the video game reuses the narrative strategies of novels and the staging of horror developed in film, the recurrent modalities of “ludification” in multiple videoludic adaptations of films or novels, and the expansion of filmic horror through the adaptation of horror video games. A more thorough examination of the different variations of horror in the video game also proves necessary
This paper provides a critical overview of the notion of genre in game studies and in the video game industry. Using the concept of genre requires one to acknowledge the recent developments of genre theory in other fields of research; one... more
This paper provides a critical overview of the notion of genre in game studies and in the video game industry. Using the concept of genre requires one to acknowledge the recent developments of genre theory in other fields of research; one such development is the contestation of the idea of generic evolution. After a comparative analysis, video game genres are found to differ from literary and film genres precisely on the basis of evolution. The technological imperatives that characterize video game production are also pinpointed as relevant to the establishment and development of video game genres. Evolution is linked to the processes of innovation, and so a model of innovation is laid out from a compare-and-contrast approach to literary and film genre innovation. This model is tested through the history and analysis of the First-Person Shooter genre. This results in new insights for the question of genre in video games, as it is established that genre is rooted not in game mechanics, but in game aesthetics; that is, play-experiences that share a phenomenological and pragmatic quality, regardless of their technical implementation.
This paper focuses on the phenomenon of interactive movies. As a genre that has almost totally vanished, defined mostly by the abundant use of filmed video sequences (called Full‐Motion Video or FMV) on which the player/gamer can... more
This paper focuses on the phenomenon of interactive movies. As a genre that has almost totally vanished, defined mostly by the abundant use of filmed video sequences (called Full‐Motion Video or FMV) on which the player/gamer can intervene, the interactive cinema has left an impressive corpus seemingly forgotten. In this research, we call attention to the significant historical heritage of this collection which we call early interactive cinema. Beside its cinematographic appeal (which had obviously led to its name, and probably also to its demise), our interest lies on its ergodic dimension, mainly what we are calling figures of interactivity and actional modalities.
This paper examines the Guitar Hero franchise's ‘simulational’ fidelity in respect to actual guitar-playing. This relationship is often overlooked by many who claim that the game is “not like playing guitar at all”. While there are some... more
This paper examines the Guitar Hero franchise's ‘simulational’ fidelity in respect to actual guitar-playing. This relationship is often overlooked by many who claim that the game is “not like playing guitar at all”. While there are some significant differences between Guitar Hero and guitar playing, the author takes an in-depth look at the game's controller and interface to argue that these differences are not as important as they may first seem. This paper will argue that game does not perfectly simulate any one dimension of music and guitar playing because it takes another approach toward simulation, favoring breadth over depth. This investigation herein results in a distinction being made between two simulation models for games.
This essay describes two different phenomena: action games, understood as a genre of games in which the player’s sensori-motor skills prevail over his cognitive activity, and a general theory of action-taking in context of the... more
This essay describes two different phenomena: action games, understood as a genre of games in which the player’s sensori-motor skills prevail over his cognitive activity, and a general theory of action-taking in context of the game-playing practice. Through a short history of the main genres and sub-genres traditionally identified with “Action games”, and the conclusion that such a categorization pertains to a mode of action rather than a given genre, the properties of action games are identified as involving a standardized repertoire of actions, emphasis on sensori-motor skills, and short-term action sequences.
This essay provides an overview of the different types of study that can be conducted when considering the narrative aspects of video game play. It contextualizes this research among the larger movements of narratology, particularly... more
This essay provides an overview of the different types of study that can be conducted when considering the narrative aspects of video game play. It contextualizes this research among the larger movements of narratology, particularly concerning the structuralist roots of the discipline and the parallels between gameplay and narrative structures. A brief overview of the key points of the ludology/narratology debate is made, followed by an introduction to the three domains of narrative in video game studies: story content, story structures, and narration as the discursive mode that games use to relay the game-state.
4,000-word entry on the NES.
1,000-word entry on the SNES.
A (very) short historical overview of some controversies caused by video games such as Custer's Revenge, Death Race, Night Trap, Mortal Kombat, Rule of Rose, etc.
La légitimation de la culture populaire: nombres, mutations et autorités symboliques (HÉLÈNE LAURIN & DOMINIC ARSENAULT) // Cover & Remix: Paradigms of Adaptation in Installation Art (HOREA AVRAM) // Tensions, prétentions et galvaudage:... more
La légitimation de la culture populaire: nombres, mutations et autorités symboliques (HÉLÈNE LAURIN & DOMINIC ARSENAULT) // Cover & Remix: Paradigms of Adaptation in Installation Art
(HOREA AVRAM) // Tensions, prétentions et galvaudage: gains et écueils du roman graphique comme stratégie du cheval de Troie en Amérique du Nord (GABRIEL GAUDETTE) // « Ils n’en font qu’à leur tête », ou les lycéens français face au cinéma qu’on enseigne (BARBARA LABORDE) // Vers un « Nouveau Hollywood »? Considérations sur la métalepse dans le cinéma populaire contemporain (LOUIS-PAUL WILLIS) // The consecration of musical incoherence (WILL STRAW)
This special issue of Loading... features some of the papers presented at the international conference “Thinking After Dark: Welcome to the World of Horror Video Games” that was held in Montréal in April 2009, bringing together scholars... more
This special issue of Loading... features some of the papers presented at the international conference “Thinking After Dark: Welcome to the World of Horror Video Games” that was held in Montréal in April 2009, bringing together scholars from around the world to study this unique corpus. [...] The papers published herein favor an intermedial approach to the manifestations of horror in other cultural practices (literary and filmic) in order to chart the realm of videoludic horror.
In this paper, we examine the two highly relevant traditions of the simulation of space, and the simulation of the gaze, to develop an art history approach to video games rooted in the relationship of a gamer to the visual and play space... more
In this paper, we examine the two highly relevant traditions of the simulation of space, and the simulation of the gaze, to develop an art history approach to video games rooted in the relationship of a gamer to the visual and play space implemented in the game through its surface and diegetic spaces. Parallel projection and perspective are both examined from their philosophical roots in Greek antiquity to their technological implementation in 2D game engines; the many techniques employed to simulate a third dimension out of the bidimensional surface of the screen (namely parallax scrolling, occlusion, depth cues and ray casting) help influence the player’s engagement with the game space, and his positioning on the continuum opposing contemplative immersion and interactive engagement. We finally present an original model of Axial-Spatial Play to account for the mapping of diegetic and surface spaces in 2D video games.
Heavy metal and video games share an almost simultaneous birth, with Black Sabbath’s debut album in 1970 and Nolan Bushnell’s Computer Space in 1971. From Judas Priest’s “Freewheel Burning” music video in 1984 to Tim Schafer’s Brütal... more
Heavy metal and video games share an almost simultaneous birth, with Black Sabbath’s debut album in 1970 and Nolan Bushnell’s Computer Space in 1971. From Judas Priest’s “Freewheel Burning” music video in 1984 to Tim Schafer’s Brütal Legend in 2009, the exchanges between these two subcultures have been both reciprocal and exponential. This paper will present a historical survey of the bond between video games and heavy metal cultures through its highest-profile examples. There are two underlying reasons for this symbiosis: 1) the historical development and popular dissemination of the video game came at an opportune time, first with the video game arcades in the 1970s and early 1980s, and then with the Nintendo Entertainment System, whose technical sound-channel limitations happened to fall in line with the typical structures of heavy metal; 2) heavy metal and video games, along with their creators and consumers, have faced similar sociocultural paths and challenges, notably through the policies set in place by the PMRC and the ESRB, and a flurry of lawsuits and attacks, especially from United States congressmen, that resulted in an overlapping of their respective spaces outside dominant culture. These reasons explain the natural bond between these cultural practices, and the more recent developments like Last Chance to Reason’s Level 2 let us foresee a future where new hybrid creations could emerge.
This paper combines several empirical studies and some theoretical research to shed some light on the dark, undefined waters in which we plunge when we are "immersed". Immersion, across all media, comes in three different types and in... more
This paper combines several empirical studies and some theoretical research to shed some light on the dark, undefined waters in which we plunge when we are "immersed". Immersion, across all media, comes in three different types and in three different degrees, and can be hindered by barriers, such as inaccessibility, or favored by fuel, such as using one's imagination. The resulting model of immersion can be applied to experiences formed by any type of media object, but is particularly relevant to video games.
As the clash between Game and Narrative rages on, many attempts to unite the two make their way. As heir of this tradition of reconciliation, the Dynamic Range is a tool brought forth to examine how different game systems can give freedom... more
As the clash between Game and Narrative rages on, many attempts to unite the two make their way. As heir of this tradition of reconciliation, the Dynamic Range is a tool brought forth to examine how different game systems can give freedom to the players. In its present state, I am going to use it as a compass to pinpoint the close relationship between game design and narratives, and perhaps understand how such a union can be successful.
This paper proposes a tool and methodology for measuring the degree of freedom given to a player in any resource-driven game (that is, any game in which managing resources is an integral part of the gameplay). This concept, which I call... more
This paper proposes a tool and methodology for measuring the degree of freedom given to a player in any resource-driven game (that is, any game in which managing resources is an integral part of the gameplay). This concept, which I call the Dynamic Range, can be used namely to evaluate a given game system's potential for developing emergent narratives, as defined by Henry Jenkins in his publication Game Design as Narrative Architecture. While Jenkins places at the heart of the creation of narratives the concept of spatiality, I will argue that narratives can be triggered just as well by a game's very system - the rules that govern that which Janet Murray calls the participatory.
I discuss the soundtrack, the map screen, and the jumping mechanics of Shovel Knight, asking: "what is the nature of Shovel Knight’s relationships with these other games? Is it homage, pastiche, allusion, remake, inspiration, clone,... more
I discuss the soundtrack, the map screen, and the jumping mechanics of Shovel Knight, asking: "what is the nature of Shovel Knight’s relationships with these other games? Is it homage, pastiche, allusion, remake, inspiration, clone, and/or copycat?"
Intertextuality provides answers, and transtextual relationships are pointed out as a way to approach questions of game design, reiteration and innovation.
This leads me to conclude that Shovel Knight does not present a relationship to video game history so much as it presents a video game uchronia, a time that is neither past nor future, "like a dream from a 10-year old child from 1992 frozen in time and finally unleashed in 2014."
Research Interests:
Research Interests:
Research Interests:
To rework the old spatial metaphor of game studies as a continent, we’re not facing hordes of imperialists coming from their lands and trying to stake out the New World. Rather, we have game studies researchers doing game studies on this... more
To rework the old spatial metaphor of game studies as a continent, we’re not facing hordes of imperialists coming from their lands and trying to stake out the New World. Rather, we have game studies researchers doing game studies on this new continent and participating in a great big Columbian exchange between fields of research, a bidirectional sharing that enlightens both worlds.
Game studies have for a long time required researchers to specialize in some theoretical approach, subject or topic. It’s now time for game scholars to embrace some form of specialization as to the objects they study as well. Because we... more
Game studies have for a long time required researchers to specialize in some theoretical approach, subject or topic. It’s now time for game scholars to embrace some form of specialization as to the objects they study as well. Because we all have a backlog of games we need to play for our specific subjects of study, and that backlog is increasingly getting as tall as the books we need to read.
Au Musée de la Civilisation à Québec se tient du 24 avril 2013 au 16 mars 2014 l’exposition « Une histoire de jeux vidéo ». Première exposition de ce genre au Québec, elle est en fait une reprise de l’exposition « Game Story : une... more
Au Musée de la Civilisation à Québec se tient du 24 avril 2013 au 16 mars 2014 l’exposition « Une histoire de jeux vidéo ». Première exposition de ce genre au Québec, elle est en fait une reprise de l’exposition « Game Story : une histoire du jeu vidéo » qui a eu lieu au Grand Palais à Paris en France (voir le catalogue « Game Story ») et organisé par MO5.com [...]. Même si l’exposition dans son ensemble est selon nous une réussite, il y a inévitablement quelques critiques à faire.
La séance de Fantasia à laquelle j’ai assisté dans le cadre du Fantastique week-end du court métrage québécois était titrée Eros et cie. Bon choix de mots, puisque le désir et la sexualité figuraient dans tous les courts métrages... more
La séance de Fantasia à laquelle j’ai assisté dans le cadre du Fantastique week-end du court métrage québécois était titrée Eros et cie. Bon choix de mots, puisque le désir et la sexualité figuraient dans tous les courts métrages présentés [...]. J’ai eu, en particulier, trois coups de coeur, une déception, et deux révélations. Voici une critique à chaud, à peine revenu de la salle…
**Call for papers** 2017 Game History Annual Symposium The Rise(s) and Fall(s) of Video Game Genres Montreal, June 28th-30th 500-word proposals due February 1st, 2017 The study of genre is necessary for games and video games, where... more
**Call for papers**
2017 Game History Annual Symposium
The Rise(s) and Fall(s) of Video Game Genres
Montreal, June 28th-30th
500-word proposals due February 1st, 2017

The study of genre is necessary for games and video games, where labels such as “platform games”, “first-person shooters”, “adventure games”, “action games” or “real-time strategy games” are at the core of what sets horizons of expectations and energizes exchanges between gamers, developers and journalists. This transformative and discursive dynamic is at the heart of the processes of innovation, reiteration and rupture which constantly enliven and redefine the outlines of genres.

In order to clarify the multidimensionality of generic ramifications, the symposium’s 2017 edition is dedicated to the historical and theoretical exploration of game and video game genres. We encourage scholars to submit a proposal which echoes the questions set forth in one of the three proposed axes:
- Form and Experience of Genres
- Discourses and Communities around Genres
- Appropriation, Circulation and Disruption of Genres

Keynote speakers:
Gerald Voorhees
Andreas Gregersen
Surprise guest!
Research Interests:
**Appel à communications** Symposium Annuel Histoire du Jeu 2017 "Splendeur(s) et misère(s) des genres (vidéo)ludiques" Montréal, 28-30 juin Propositions de 500 mots pour le 1er février 2017 Les étiquettes génériques comme «jeux de... more
**Appel à communications**
Symposium Annuel Histoire du Jeu 2017
"Splendeur(s) et misère(s) des genres (vidéo)ludiques"
Montréal, 28-30 juin
Propositions de 500 mots pour le 1er février 2017

Les étiquettes génériques comme «jeux de plateforme», «jeux de tir à la première personne», «jeux d’aventure», «jeux d’action» ou encore «jeux de stratégie en temps réel» définissent en partie les horizons d’attentes et les dynamiques des échanges entre les joueurs, les développeurs et les journalistes. Cette dynamique transformative et discursive se trouve au cœur des processus d’innovation, de réitération et de ruptures qui animent et redéfinissent perpétuellement les contours des genres.

Afin d’éclaircir la multidimensionnalité des ramifications génériques, l’édition 2017 du symposium est dédiée à l’exploration historique et théorique des genres ludiques et vidéoludiques. Nous invitons les chercheuses et les chercheurs à soumettre une proposition qui fait écho aux questionnements énoncés dans l’un des trois axes proposés:
- Forme et expérience des genres
- Discours et communautés autour des genres
- Appropriation, circulations et détournement des genres

Conférenciers invités:
Gerald Voorhees
Andreas Lindegaard Gregersen
Un/e invité/e surprise!
Research Interests:
«Qu'est ce que le jeu vidéo pose comme questions à la narration en général? Parce que qui parle de narration parle de fiction. Qui parle de jeu vidéo parle de jeu. Qui parle de jeu parle de ludique et qui parle de ludique parle de... more
«Qu'est ce que le jeu vidéo pose comme questions à la narration en général? Parce que qui parle de narration parle de fiction. Qui parle de jeu vidéo parle de jeu. Qui parle de jeu parle de ludique et qui parle de ludique parle de simulation. Il y a donc une parenté et un lien fort entre la fiction et le jeu. Le jeu vidéo s'articule autour d'un récit, met en place des récits d'une façon qui, sans être nouvelle, ramène à la surface des choses, d'une façon qui était déjà présente dans les récits, dans la fiction, dès le départ.»
Research Interests:
Research Interests: