Le transmédia, ses contours et enjeux
Collard, A., & Collignon, S. (2020). Le Transmédia, ses contours et ses enjeux. Presses universitaires de Namur. TRANSLATE with x English Arabic Hebrew Polish Bulgarian Hindi Portuguese Catalan Hmong Daw Romanian Chinese Simplified Hungarian Russian Chinese Traditional Indonesian Slovak Czech Italian Slovenian Danish Japanese Spanish Dutch Klingon Swedish English Korean Thai Estonian Latvian [...]
Horror video games : Essays on the Fusion of Fear and Play
Perron, B. (2014). Horror video games : Essays on the Fusion of Fear and Play. McFarland. TRANSLATE with x English Arabic Hebrew Polish Bulgarian Hindi Portuguese Catalan Hmong Daw Romanian Chinese Simplified Hungarian Russian Chinese Traditional Indonesian Slovak Czech Italian Slovenian Danish Japanese Spanish Dutch Klingon Swedish English Korean Thai Estonian Latvian Turkish [...]
Against Flow
Soderman, B. (2021). Against flow : Video Games and the Flowing Subject. MIT Press. TRANSLATE with x English Arabic Hebrew Polish Bulgarian Hindi Portuguese Catalan Hmong Daw Romanian Chinese Simplified Hungarian Russian Chinese Traditional Indonesian Slovak Czech Italian Slovenian Danish Japanese Spanish Dutch Klingon Swedish English Korean Thai Estonian Latvian Turkish Finnish Lithuanian [...]
Playing with feelings : Video Games and Affect
Anable, A. (2018). Playing with Feelings : Video Games and Affect. U of Minnesota Press. TRANSLATE with x English Arabic Hebrew Polish Bulgarian Hindi Portuguese Catalan Hmong Daw Romanian Chinese Simplified Hungarian Russian Chinese Traditional Indonesian Slovak Czech Italian Slovenian Danish Japanese Spanish Dutch Klingon Swedish English Korean Thai Estonian Latvian Turkish Finnish [...]
Gender and sexuality in online game cultures : Passionate Play
Sundén, J., & Sveningsson, M. (2012). Gender and Sexuality in Online Game Cultures : Passionate Play. Routledge. TRANSLATE with x English Arabic Hebrew Polish Bulgarian Hindi Portuguese Catalan Hmong Daw Romanian Chinese Simplified Hungarian Russian Chinese Traditional Indonesian Slovak Czech Italian Slovenian Danish Japanese Spanish Dutch Klingon Swedish English Korean Thai Estonian Latvian [...]
Havres de peur : lieux de peur en jeux-vidéo
Baychelier, G. (2022). Havres de peur : lieux d’horreur en jeu vidéo. Rouge Profond. TRANSLATE with x English Arabic Hebrew Polish Bulgarian Hindi Portuguese Catalan Hmong Daw Romanian Chinese Simplified Hungarian Russian Chinese Traditional Indonesian Slovak Czech Italian Slovenian Danish Japanese Spanish Dutch Klingon Swedish English Korean Thai Estonian Latvian Turkish Finnish Lithuanian [...]
Penser (avec) la culture vidéoludique
Collectif (2023) Penser (avec) la culture vidéoludique : discours, pratiques, pédagogie. Presses universitaires de Liège. TRANSLATE with x English Arabic Hebrew Polish Bulgarian Hindi Portuguese Catalan Hmong Daw Romanian Chinese Simplified Hungarian Russian Chinese Traditional Indonesian Slovak Czech Italian Slovenian Danish Japanese Spanish Dutch Klingon Swedish English Korean Thai Estonian Latvian [...]
Le son
Chion, M. (2006). Le son. Armand Colin. TRANSLATE with x English Arabic Hebrew Polish Bulgarian Hindi Portuguese Catalan Hmong Daw Romanian Chinese Simplified Hungarian Russian Chinese Traditional Indonesian Slovak Czech Italian Slovenian Danish Japanese Spanish Dutch Klingon Swedish English Korean Thai Estonian Latvian Turkish Finnish Lithuanian Ukrainian French Malay Urdu German Maltese Vietnamese [...]
Gaming at the edge: sexuality and gender at the margins of gamer culture
Shaw, A. (2014). Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture. University of Minnesota Press.
Ready Player Two : the Gamers and Designed Identity
CHESS, S. (2017). Ready Player Two: Women Gamers and Designed Identity. University of Minnesota Press.
Médiations numérique : jeux vidéos et jeux de transfert
Haza, M. (2019). Médiations numériques : jeux video et jeux de transfert. Érès.
Le jeu vidéo pour soigner ? : Des résistances envers le jeu vidéo à son utilisation en psychothérapie
Gillet, G., & Leroux, Y. (2021). Le jeu vidéo pour soigner ? : Des résistances envers le jeu vidéo à son utilisation en psychothérapie. Érès.
The queer games avant-garde : how LGBTQ game makers are reimagining the medium of video games
Ruberg, B. (2020). The queer games avant-garde : how LGBTQ game makers are reimagining the medium of video games (Duke University Press). Duke University Press.
Video Games Have always been queer
Ruberg, B. (2019). Video Games Have Always Been Queer. NYU Press.
The Video Game Debate 2 : revisiting the physical social and psychological effects of video games
Kowert, R., & Quandt, T. (2020). The Video Game Debate 2 : Revisiting the Physical, Social, and Psychological Effects of Video Games (Routledge Debates in Digital Media Studies) (1re éd.). Routledge.
Feminism in Play (Palgrave Games in Context)
Gray, K. L., Voorhees, G., & Vossen, E. (2018). Feminism in Play. Springer Publishing.
Du mythe au jeu : approche anthropo-communicationnelle du Nord. Des récits médiévaux scandinaves au MMORPG Age of Conan : Hyborian Adventures
Di Filippo, L. (2026). Du mythe au jeu : approche anthropo-communicationnelle du Nord. Des récits médiévaux scandinaves au MMORPG Age of Conan : Hyborian Adventures [Thèse. pour le doctorat en cotutelle internationale en Sciences de l’informations et de la communication et en Etudes nordiques]. Université de Lorraine.
Approche du designer pour faciliter l’expression du vécu émotionnel : conceptualisation d’un jeu permettant d’accompagner l’enfant confronté à une expérience négative dans la construction de son récit
Petruzzellis, S. (2020). Approche du designer pour faciliter l’expression du vécu émotionnel : conceptualisation d’un jeu permettant d’accompagner l’enfant confronté à une expérience négative dans la construction de son récit [Thèse pour obtenir le grade de Docteur]. Université de Nîmes.
Le langage du level design. Analyse communicationnelle des structures et instances de médiation spatiales dans la série The Legend of Zelda (1986-2017)
Grandjean, G. (2020). Le langage du level design. Analyse communicationnelle des structures et instances de médiation spatiales dans la série The Legend of Zelda (1986-2017) [Thèse]. Université de Lorraine.
An Architectural Approach to Level Design : Second Edition
W. Totten, C. (2019). An Architectural Approach to Level Design (Second Edition). CRC Press.