Page d’exemple

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 [...]

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.