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L’appropriation de contenus vidéoludiques : les mondes possibles du jeu vidéo

Abstract : This article arranges video games on a scale that materializes their potential as far as the users’ appropriation and involvement is concerned. This scale considers players’ leeway regarding gameplay, the possibilities created by mods, and games that rely on users produced content to function. The article links this scale of users’ appropriation and involvement withthe notions of possible worlds and Model Reader, and especially of their development in Umberto Eco’sLector in Fabula
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Submitted on : Tuesday, March 6, 2018 - 3:24:04 PM
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  • HAL Id : hal-01724569, version 1


Rémi Cayatte. L’appropriation de contenus vidéoludiques : les mondes possibles du jeu vidéo. ¿ Interrogations ? Revue pluridisciplinaire de sciences humaines et sociales, Interrogations, 2016, 23, pp.[En ligne]. ⟨hal-01724569⟩



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