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Introduction
Videogames are simultaneously simulations of reality, fictional narratives, games qua games, and crafted
aesthetic objects. To understand emotional responses to videogames, we must recognize that the experience
of gameplay involves responding to videogames in all of these roles .
Emotions are motivators for actions and are labeled according to the players active coping potentials
-Torben Grodal (2000), Video Games and the Pleasures of Control
Ce sont les choix possibles pour le joueur qui vont gnrer des motions.
Ces motions vont ensuite pousser le joueur agir selon ses capacits et les informations obtenues.
motions, libert, contrle, actions : des notions retenir et lier.
The player has to cope with antagonistic forces and processes according to some game-world time. The
sense of realism is enhanced because the players control is not absolute, but relative to his skills
-Torben Grodal (2000), Video Games and the Pleasures of Control
Le texte de Grodal peut sappliquer des jeux hors des deux grandes catgories quil exemplifie.
Lmotion est au centre de la manire dont le joueur va actualiser son contrle du systme.
Les plaisirs du contrle existent cause de quoi ?
The emotional experience will therefore consist of phases : a cause, an arousal, a cognitive appreciation
and a labeling, followed by some actions that remove the cause of arousal
-Torben Grodal (2000), Video Games and the Pleasures of Control
Influences principales :
Lobjectif du joueur
While I can appreciate the minion's dedication to perform the job at hand, the lack of control over them is
one of the major drawbacks in the game. From a gameplay perspective, the lack of control and overall bad AI
of your minions is extremely frustrating. Especially when they keep walking into the traps which enemy
agents set off, killing them off lemming style. I've had better luck trying to herd cats...
-Robert Howart (2004), ENLIGNE : http://ca.ign.com/articles/2004/09/29/evil-genius-review
Of course, you don't just magically start off with an evil underground lair. You'll have to build one, which is
precisely what you do for most of Evil Genius. With a remote island as your canvas, you design the base of
your dreams and have your minions carve it out of the rock
-Duke Ferris(2004), ENLIGNE : http://www.gamerevolution.com/review/evil-genius
-Ce rapport double de lincarnation est encore plus fort dans Evil Genius, un jeu de gestion avec un
personnage nous reprsentant lcran.
Comic reversals presuppose some kind of moral maturity that prevents viewers and players from
experiencing such reversals as normal interpersonal relations
-Torben Grodal (2000), Video Games and the Pleasures of Control
The artificially constructed space of the video game becomes a safe space in which we can indulge in
fetishistic play with a simulation of the Real
-Marc C. Santos et Sarah E. White (2005), Playing with ourselves: A Psychoanalytic Investigation of Resident
Evil and Silent Hill
Evil Genius est construit autour du mchant mgalomane comique, et le communique bien au joueur
Bibliographie
FERRIS, Duke (2004), Evil Genius Review, ENLIGNE : http://www.gamerevolution.com/review/evil-genius
FROME, Jonathan (2007). Eight Ways Video Games Generate Emotions, Situated Play, Proceedings of
DiGRA 2007 Conference University of Georgia, p. 831-835
GRODAL, Torben (2000). Video Games and the Pleasures of Control, on Dolf Zillmann et Peter Vorderer
(dirs.), Media Entertainment: the Psychology of Its Appeal, Mahwah, N.J.: Lawrence Erlbaum Associates, p.
197-213.
GRODAL, Torben (2003). Stories for Eye, Ear, and Muscles: Video Games, Media, and Embodied
Experiences, in B. Perron et Mark J.P (dirs.), The Video Game Theory Reader, New York: Routledge, p. 129155.
HOWART, Robert (2004), Evil Genius Review, EN LIGNE : http://ca.ign.com/articles/2004/09/29/evilgenius-review
REHAK, Bob, (2003). Playing at Being, in B. Perron et Mark J.P (dirs.), The Video Game Theory Rearer, New
York: Routledge, p. 103-127.
SALEN, Katie et Eric Zimmerman (2004). Rules of play: Game Design Fundamentals, Cambridge, The MIT
Press, 672 pages.
SANTOS, Marc C et Sarah E. White Santos (2005). Playing with Ourselves: A Psychoanalytic Investigation of
Resident Evil ans Silent Hill, in Nate Garrelts (dir.), Digital Gameplay: Essays on the Nexus of Game and
Gamer, Jefferson, NC: Mcfarland & Co., p. 69-79
MERCI !