Skip to Main content Skip to Navigation
Journal articles

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
Document type :
Journal articles
Complete list of metadata

Cited literature [21 references]  Display  Hide  Download

https://hal.univ-lorraine.fr/hal-01724569
Contributor : Rudy Hahusseau <>
Submitted on : Tuesday, March 6, 2018 - 3:24:04 PM
Last modification on : Thursday, June 17, 2021 - 4:47:57 PM
Long-term archiving on: : Thursday, June 7, 2018 - 2:13:05 PM

File

L-appropriation-de-contenus.pd...
Publisher files allowed on an open archive

Licence


Distributed under a Creative Commons Attribution - NonCommercial - NoDerivatives 4.0 International License

Identifiers

  • HAL Id : hal-01724569, version 1

Citation

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⟩

Share

Metrics

Record views

223

Files downloads

227