Isaac Pante, Sélim Krichane, Yannick Rochat
In schoolyards, online, in cinemas, and in millions of households, video games occupy a prominent social and cultural position. As a native digital medium, it has undergone a decades-long process of cultural legitimation and now possesses a symbolic capital that few could have predicted twenty years ago. It now permeates our collective consciousness and generates social dynamics far removed from the clichés to which it was once unfairly reduced.
In line with various academic works from the field of game studies, this volume brings together a series of contributions that examine the cultural dimension of video games through the discourses they provoke, the representations they create, and their potential as educational tools.
The works compiled in this book contribute to the analysis of the discursive logic that underpins the reception of video games in the press and explore the practical and discursive aspects of defining video games as "cultural assets" since the 2000s. You will also find contributions that highlight the diversity of practices associated with video games today, through the analysis of online gaming communities that establish "pirate" servers or through the study of amateur video game creation practices. Finally, a range of concrete uses of video games in the classroom are discussed through meticulous observations and firsthand experiences, illustrating the complexity of using video games in educational contexts.
Penser (avec) la culture vidéoludique
Publishers: #PressesUniversitairesDeLiège (Presses universitaires de Liège, Liège University Press)
#JeuPlaySpiel (Jeu / Play / Spiel Collection)