Research
Attached to the reflexive dimension of my game design practice, I combine academic researches with my technical knowledge.
Academic research writing :
"Video games in cultural mediation"
Abstract :
For ten years now, video games have been integrated step by step into cultural mediation practices, to become an essential tool for transmitting knowledge. By taking part in a recuperative approach of experiential marketing, itself derived from an industrial vision of video games, some devices slide towards a loss of scientific legitimacy, for the benefit of a consumption of cultural goods based on a race to immersion and on the experience of visit.
However, the video game is a medium full of potential, which, once seized by a mediator artist, can lead to the creation of acting video games, distancing players from the role of marketing targets, eager for new hyperreal experiences.
The cyborg myth, a model of struggle fighting to overcome a militaristic cybernetics
Abstract :
In 1985, Donna Haraway’s cyborgian figure opened a new breach in the cyber-feminism field. By manipulating it ourselves, we will try to grasp the transgressive stakes of this figure and restore it within a militarist cybernetic context.
Artgames as a return to the great modern narratives of unification. Comparative study of an artgame and an industrial game.
Abstract :
Despite the dominance of postmodern thought in videogame fictions, a new type of artistic creation emerged between the end of the 20th century and the beginning of the 21st century that intentionally focuses on returning to modern narratives of emancipation, unification, and universality. Artgames, by opposing the entertainment industry, would then open a breach in a universe full of dystopian critical fictions, letting the utopia seep.
League of Legends, the new postmodern mythology of a techno-colonial arena.
Abstract :
In 2015, Tencent, a leading Chinese telecommunications company, became the sole owner of Riot Games, publishers and developers of the worldwide known esports game: League of Legends. By studying the systems and representations at work within the latter, we will try to clarify the place that Tencent and China hold in the global video game industry.
Research-experimentation folder :
" How the introduction of the game in educational learning
promotes the development of the child towards greater autonomy and openness to the world? "
Abstract :
The file is divided into two parts, the first is part about the relationship between game and school, the second part is an experimentation with primary school students.