scholarly journals Les cadres de l’expérience vidéoludique et la distribution des ressources attentionnelles dans les jeux de rôle en ligne : une alternative à la notion d’immersion

2014 ◽  
pp. 84 ◽  
Author(s):  
Christophe Duret

The term immersion, when applied to RPGs and video games, refers to phenomena that sometimes pertain to perception, sometimes psychology. It means a sensation experienced by the player in their relationship with the diegesis of the game, with the stories generated when interacting with the game itself or with their character. Immersion therefore appears to be a concept whose usefulness for game studies seems to be compromised by the multiplicity of phenomena it covers. We therefore propose to, on the one hand uncover the different meanings of immersion through a review of the literature, and on the other hand, to offer an alternative to this notion by proposing an explanatory model which subsumes the phenomena to which it refers in conjunction with the concepts of attentional resource distribution and the framing of the videoludic experience.

2020 ◽  
Vol 32 (3) ◽  
pp. 32-52
Author(s):  
L.V. Moyzhes ◽  

The purpose of this article is to propose a method for analyzing the ideo­logical content of video games while taking into account the agency of the players. The interactivity of video games as a medium has been attracting the attention of researchers for many years, raising, in particular, the ques­tion of how this unique property serves to broadcast certain ideologies. The ability of games to make ideological statements was discussed by Bogost, Frasca, Aarseth, and many other pioneers of game studies. Video games were analyzed both in the context of older media forms that promoted certain ideas through plots, visuals, and other traditional means, and as unique types of objects that can make statements through rules. I aim to introduce the player — as a subject who is able to transform and conceptual­ize the game based on their own cultural background — to this discussion. Using James Gibson’s theory of affordances, I want to acknowledge the player’s freedom of interpretation, the potential to assign one or another ideology to the game in each playthrough. On the one hand, the player acts as a consumer of content; on the other hand, they are a co-author who will use the tools offered by the video game to produce their own state­ments, to be interpreted independently. This leaves the final decision about the ideology of the game to the consumer; thus, game studies need an ap­proach that allows the analysis of the ideological content of specific games. It is especially important in the light of more and more games prioritizing player freedom and not providing any clear plot or even victory conditions. Of course, research can still proclaim, and rightfully so, that the specific rules in such games bear traces of certain ideological systems — capitalism or secularism, for example. But individual players could undermine such interpretations both at the level of reading the game as a “text”, and at the level of interactive actions inspired by those readings.


2014 ◽  
Vol 18 (1) ◽  
pp. 37-38 ◽  
Author(s):  
KLARA MARTON

In her keynote paper, Valian (2014) provides a comprehensive review of the literature that examines whether bilingual individuals outperform monolingual participants on various executive processing tasks. The author acknowledges that numerous factors contribute to the outcomes, such as variations in participants’ profile, differences in target functions, as well as variants of tasks and procedures. She also says in her review that, on the one hand, researchers use different tasks to measure similar functions; while, on the other hand, each of these tasks target somewhat different aspects of executive processing. The most widely used tasks, such as the Stroop or flanker tasks, measure several components of executive functions simultaneously.


Leadership ◽  
2015 ◽  
Vol 13 (2) ◽  
pp. 222-251 ◽  
Author(s):  
Willem Fourie ◽  
Suzanne C van der Merwe ◽  
Ben van der Merwe

This paper reviews peer-reviewed research on leadership in Africa published from 1950 to 2009. The review has a dual purpose. On the one hand, it provides scholars with an entry point to the relatively large body of historical literature by means of a descriptive diachronic analysis of the literature. On the other hand, it also applies a synchronic analysis, and concludes with four interpretative statements on the scholarship on leadership in Africa. These statements are: (i) Scholarship on leadership in Africa has changed, and the change is lopsided; (ii) Female scholars are increasing, and they work on different themes from male scholars; (iii) Legitimacy remains a key issue, and continues to evolve; (iv) Authenticity has become a key issue and is now closely related to reclaiming African values.


Author(s):  
Sonia Fizek

This paper examines the youngest video games genre, the so called idle (incremental) game, also referred to as the passive, self-playing or clicker game, which seems to challenge the current understanding of digital games as systems, based on a human-machine interaction where it is the human who actively engages with the system through meaningful choices. Idle games, on the other hand, tend to play themselves, making the player’s participation optional or, in some cases, entirely redundant. Interactivity and agency – qualities extensively theorised with reference to digital games – are questioned in the context of idling. In this paper the author will investigate the self-contradictory genre through the lens of interpassivity, a concept developed by Robert Pfaller and Slavoj Žižek to describe the aesthetics of delegated enjoyment. This contribution aims at introducing interpassivity to a wider Game Studies community, and offers an alternative perspective to reflect upon digital games in general and self-playing games in particular.


Author(s):  
Erik Svendsen

The article analyses how two unique Danish intellectual voices, Professor Svend Brinkmann and writer Carsten Jensen, use Facebook as a platform. It argues, on the one hand, that Facebook offers direct access to the two intellectuals’ followers and readers but on the other hand also creates communicative challenges. The article asks in particular whether the Brinkmann and Jensen follow or depart form the communicative practices afforded by the platform. After an initial review of the literature about the public intellectual, the analysis of Brinkmann’s and Jensen’s use of Facebook shows how Brinkman manages to invent new short forms which grant him extended public impact, whereas Jensen uses Facebook to extend his work as a polemist. Moreover, the analysis argues that both intellectuals perform a private self and position themselves vertically and authoritatively in relation to their followers. In addition, like most other Facebook users, they also promote themselves and their activities. Habermas once pointed to social media’s ambivalences vis à vis the intellectual. The article’s analysis substantiates this claim.  


PEDIATRICS ◽  
1992 ◽  
Vol 90 (3) ◽  
pp. 480-481
Author(s):  
JAMES FLY JONES

The recent FDA label warnings of severe varicella infection following corticosteroid therapy and therapeutic recommendations are provocative.1 On the one hand, the warnings appropriately raise the level of concern regarding the seriousness of varicella infection in healthy and immunosuppressed children. On the other hand, the blanket inclusion of corticosteroids of all administration modes without reference to dosage, proof of immunosuppression, and subsequent increased risk, is of concern. A review of the literature regarding steroids and varicella supports high oral doses (≥1.0 mg/kg of prednisone) as being associated with rare fatalities.2


Author(s):  
Ben Belek

Kinship relations constitute the grooves through which autism travels temporally. On the one hand, the biological components of the condition are understood to journey from one generation to the next through the passing down of genetic information. Yet on the other hand, autism is often employed retrospectively as an explanatory model and a marker for a unique personhood; this can occur in retelling to oneself and to others the story of one’s familial history, as well as, sometimes, the story of humanity as a whole. In this way, autistic people’s construction of autism as a cross-generational familial keystone offers them new opportunities for self-expression and self-creation. Through this temporal reframing of autism, the hereditability of the condition might instead be reconceptualised as heritage.


2017 ◽  
Vol 14 (7-8) ◽  
pp. 781-800 ◽  
Author(s):  
Óliver Pérez-Latorre ◽  
Mercè Oliva

An ideological analysis of video games should include both the narrative and ludic dimensions, since there can be frictions between these two dimensions and they can even contradict one another. This article’s main aim is to analyze BioShock Infinite, an illustrative case study of these conflicts. On the one hand, it is a video game that portrays a dystopian narrative, aligning itself with this genre’s critical progressive tradition; on the other hand, its gameplay has an accentuated neoliberal bent. The analysis of BioShock Infinite also helps us to critically discuss certain trends in game design in contemporary mainstream video games that connect with and reinforce neoliberal values.


Author(s):  
Stefan Krause ◽  
Markus Appel

Abstract. Two experiments examined the influence of stories on recipients’ self-perceptions. Extending prior theory and research, our focus was on assimilation effects (i.e., changes in self-perception in line with a protagonist’s traits) as well as on contrast effects (i.e., changes in self-perception in contrast to a protagonist’s traits). In Experiment 1 ( N = 113), implicit and explicit conscientiousness were assessed after participants read a story about either a diligent or a negligent student. Moderation analyses showed that highly transported participants and participants with lower counterarguing scores assimilate the depicted traits of a story protagonist, as indicated by explicit, self-reported conscientiousness ratings. Participants, who were more critical toward a story (i.e., higher counterarguing) and with a lower degree of transportation, showed contrast effects. In Experiment 2 ( N = 103), we manipulated transportation and counterarguing, but we could not identify an effect on participants’ self-ascribed level of conscientiousness. A mini meta-analysis across both experiments revealed significant positive overall associations between transportation and counterarguing on the one hand and story-consistent self-reported conscientiousness on the other hand.


2005 ◽  
Vol 44 (03) ◽  
pp. 107-117
Author(s):  
R. G. Meyer ◽  
W. Herr ◽  
A. Helisch ◽  
P. Bartenstein ◽  
I. Buchmann

SummaryThe prognosis of patients with acute myeloid leukaemia (AML) has improved considerably by introduction of aggressive consolidation chemotherapy and haematopoietic stem cell transplantation (SCT). Nevertheless, only 20-30% of patients with AML achieve long-term diseasefree survival after SCT. The most common cause of treatment failure is relapse. Additionally, mortality rates are significantly increased by therapy-related causes such as toxicity of chemotherapy and complications of SCT. Including radioimmunotherapies in the treatment of AML and myelodyplastic syndrome (MDS) allows for the achievement of a pronounced antileukaemic effect for the reduction of relapse rates on the one hand. On the other hand, no increase of acute toxicity and later complications should be induced. These effects are important for the primary reduction of tumour cells as well as for the myeloablative conditioning before SCT.This paper provides a systematic and critical review of the currently used radionuclides and immunoconjugates for the treatment of AML and MDS and summarizes the literature on primary tumour cell reductive radioimmunotherapies on the one hand and conditioning radioimmunotherapies before SCT on the other hand.


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