scholarly journals Le théâtre de Madame de Maintenon: outil de soumission ou lieu d’affrontement social?

2020 ◽  
Vol 67 ◽  
pp. 131-142
Author(s):  
Monika Kulesza

Conversations and Proverbes dramatiques are texts written by Madame de Maintenon with the thought of raising the girls at Saint-Cyr (moral and social education). Conversations resemble a role-playing game, while Proverbes dramatiques are short plays made up of only a few scenes. After a brief presentation of both works, I analyse the way the author presented womensʼ duty of submission and the role of plays in shaping obedient wives and mothers. Theatre is an effective means of communication of the author’s convictions, but dialogues presenting other views — even if only to argue against them — the varied nature of the plays and comical elements made the theatre of Madame de Maintenon a tool for teaching both submission and freedom.

2007 ◽  
Vol 20 (4) ◽  
Author(s):  
Maaike Jongenelen ◽  
Roos Vonk

Individual differences in money-grabbing: The role of entitlement, social value orientation, and misuse of power Individual differences in money-grabbing: The role of entitlement, social value orientation, and misuse of power M. Jongenelen & R. Vonk, Gedrag & Organisatie, volume 20, November 2007, nr. 4, pp. 369-381 This research investigates the role of individual differences in money-grabbing. Feelings of entitlement, high scores on the Misuse of Power scale and a pro-self focus were expected to lead to grabbing behaviour in high-power individuals. While playing a manager in a role-playing game, participants had the opportunity to grab more valuable points then their equal share. Results showed that pro-self participants grabbed more than pro-socials. Among the pro-self participants, feelings of entitlement led to higher Misuse of Power scores which, in turn, led to more grabbing. Entitlement en Misuse of Power had no effect on grabbing in pro-socials. It is concluded that power does not corrupt absolutely: Individual differences predict how a powerful person will behave. Implications for business settings are dealt with in the discussion.


2015 ◽  
pp. 1597-1620
Author(s):  
Kristin M. S. Bezio

This chapter explores how through both narrative and gameplay mechanics, BioWare's 2011 digital role-playing game Dragon Age II seeks to help players redefine their understanding of ethics in terms of human emotion and interaction. These interaction-based ethics are the product of our desire to situate ourselves within a social community rather than on an abstract continuum of universal “right” and “wrong.” The ambiguity contained within the friendship-rivalry system factionalizes Hawke and his/her companions, forcing the player, as the group's leader, to ally with one of the two sides in the game's overarching conflict. This coercive mechanic produces awareness in the player of the way in which interpersonal relationships form our responses in ethical situations, and causes the player to question whether their decisions are the product of “pure” ethics, or the consequence of deliberate or unconscious submission to the ethical mores of others.


Author(s):  
David Hatfield

Epistemic network analysis provides a useful method for measuring the development of meaningful skills and ways of thinking for participants in epistemic games. This study compares the development of an epistemic frame in a journalism epistemic game, science.net, a role-playing game modeled on authentic journalism practice in which students take on the role of journalists and interact with fellow students and mentors, with a professional journalism practicum. Analyzing the discourse produced by both the game and the practicum through epistemic network analysis (ENA) shows how the virtual internship produced the same type of mentor feedback as the professional practicum on which it was modeled. Players also were able to learn different aspects of journalistic professional expertise as a result of playing the game, and these learning gains continued to be present months after the game was over. Participants in both the simulation and practicum demonstrated significant increases in journalism performance as measured through ENA. Epistemic games, like science.net, have the potential to reproduce key training practices of professional experiences and develop the components of epistemic frames of particular communities. ENA is a valuable tool for assessing the ability of epistemic games to produce these results.


Author(s):  
Martin Oliver

This chapter explores the roles players created, and how these structured their online relationships, in an online massively multi-player role-playing game, Kingdom of Loathing—a low-tech browser-based game with a satirical, humorous style. Existing research has often sought to understand players’ actions by classifying them into “types”, determined by motivations for play or patterns of behaviour. However, such typologies are shown to be problematic, particularly in the way that they might be interpreted as predicting behaviour. Instead, a phenomenographic exploration was undertaken, looking at players’ experiences, the roles they took up, and how they learned to perform these. This exploration shows that classifications of players are an over-simplification. Instead, the classification should apply to examples of play—not least because the game itself was not “fixed” but was constantly re-designed in response to play. This has implications for research methodology, but also for the (ongoing) design of games.


2012 ◽  
Vol 2 (2) ◽  
pp. 44-59 ◽  
Author(s):  
David A. Jones ◽  
Maiga Chang

It has been stated that people need to improve their knowledge of finances and make better choices with their money. Many programs have been created to teach basic finances. These programs target people of all ages from adults all the way down to kindergarten students. The vast majority of opinions on teaching finances state that education begins with children – the younger the better. The goal of this research is to create a fun to play multiplayer online role playing game (MORPG) capable of teaching younger students how to better manage their personal finances. The game is designed as an educational tool with an attempt to balance both the entertainment and educational components. It simulates a real world where the player must make financial decisions for their avatars in an attempt to develop enough wealth to allow that avatars to retire at a specified age.


2011 ◽  
Vol 2011 ◽  
pp. 1-14 ◽  
Author(s):  
David Weibel ◽  
Bartholomäus Wissmath

A main reason to play computer games is the pleasure of being immersed in a mediated world.Spatial presenceandfloware considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (), a racing game (), and a jump and run game (). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refers to the sensation of being there in the mediated world, whereas flow rather refers to the sensation of being involved in the gaming action. Further analyses showed that flow and presence depend on motivation and immersive tendency. In addition, flow and presence enhanced performance as well as enjoyment.


Author(s):  
Siu-Lan Tan ◽  
John Baxa ◽  
Matthew P. Spackman

This article presents an empirical study of the role of video game audio on performance. Twenty participants played The Legend of Zelda: Twilight Princess on the Wii console for a 45-minute session on five consecutive days. Employing a repeated measures design, the authors exposed players to one orientation session and four sound conditions, i.e., silence, remote control sounds, remote control and screen sounds, and unrelated music played on a boom-box, in a counterbalanced order. Performance was weakest when playing without sound, increasingly stronger with audio emitted by remote control only, and by remote-and-screen respectively. Surprisingly, the highest scores were earned when playing with music that was unrelated to players’ actions or events unfolding on screen. These findings point to the challenges of processing multisensory cues during the initial stages of an elaborate role-playing game, and suggest that the most effective players swiftly develop strategies incorporating task-relevant information conveyed by both sound and images.


2011 ◽  
pp. 275-290 ◽  
Author(s):  
Nahil Sharkasi

In the field of fertility medicine, technology has vastly outpaced our ethical, legal, and social frameworks leaving us in a quagmire of gray morality. Seeds is a role-playing game and ethics simulation about Assisted Reproductive Technology and its effect on 21st century medical decisions. Players play the role of a fertility doctor and must make difficult ethical decisions through courses of treatment while balancing economic, emotional, and scientific concerns. With Seeds, the goal is to foster meaningful decision-making that may transfer from the game world into the real world through stimulating role-play and by creating a safe space for exploration of ethical issues. This chapter offers critical reflection on the design choices made in the process of creating this ethical exploration space on the subject of Assisted Reproductive Technology.


Author(s):  
Kristin M. S. Bezio

This chapter explores how through both narrative and gameplay mechanics, BioWare’s 2011 digital role-playing game Dragon Age II seeks to help players redefine their understanding of ethics in terms of human emotion and interaction. These interaction-based ethics are the product of our desire to situate ourselves within a social community rather than on an abstract continuum of universal “right” and “wrong.” The ambiguity contained within the friendship-rivalry system factionalizes Hawke and his/her companions, forcing the player, as the group’s leader, to ally with one of the two sides in the game’s overarching conflict. This coercive mechanic produces awareness in the player of the way in which interpersonal relationships form our responses in ethical situations, and causes the player to question whether their decisions are the product of “pure” ethics, or the consequence of deliberate or unconscious submission to the ethical mores of others.


Author(s):  
Siu-Lan Tan ◽  
John Baxa ◽  
Matthew P. Spackman

This article presents an empirical study of the role of video game audio on performance. Twenty participants played The Legend of Zelda: Twilight Princess on the Wii console for a 45-minute session on five consecutive days. Employing a repeated measures design, the authors exposed players to one orientation session and four sound conditions, i.e., silence, remote control sounds, remote control and screen sounds, and unrelated music played on a boom-box, in a counterbalanced order. Performance was weakest when playing without sound, increasingly stronger with audio emitted by remote control only, and by remote-and-screen respectively. Surprisingly, the highest scores were earned when playing with music that was unrelated to players’ actions or events unfolding on screen. These findings point to the challenges of processing multisensory cues during the initial stages of an elaborate role-playing game, and suggest that the most effective players swiftly develop strategies incorporating task-relevant information conveyed by both sound and images.


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