Jeux vidéo : entreprises numériques au croisement du ludique et du narratif
This article is concerned with the evolution of the narrative tools implemented by different development studios over the past five decades. Its goal is to raise the question of the evolution of the nature of stories, and of the space devoted to these stories in video games. It appears that various...
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Format: | Article |
Language: | English |
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Association Française d'Etudes Américaines
2013-12-01
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Series: | Transatlantica |
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Online Access: | http://journals.openedition.org/transatlantica/6717 |
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author | Rémi Cayatte |
author_facet | Rémi Cayatte |
author_sort | Rémi Cayatte |
collection | DOAJ |
description | This article is concerned with the evolution of the narrative tools implemented by different development studios over the past five decades. Its goal is to raise the question of the evolution of the nature of stories, and of the space devoted to these stories in video games. It appears that various trends arose over the years and led to the current situation of unification of these various trends and to the creation of games that proved themselves to be multi-narrative supports. |
first_indexed | 2024-04-13T15:35:17Z |
format | Article |
id | doaj.art-25d81a812a2248b5ae2e92e92f9d3b1d |
institution | Directory Open Access Journal |
issn | 1765-2766 |
language | English |
last_indexed | 2024-04-13T15:35:17Z |
publishDate | 2013-12-01 |
publisher | Association Française d'Etudes Américaines |
record_format | Article |
series | Transatlantica |
spelling | doaj.art-25d81a812a2248b5ae2e92e92f9d3b1d2022-12-22T02:41:17ZengAssociation Française d'Etudes AméricainesTransatlantica1765-27662013-12-01210.4000/transatlantica.6717Jeux vidéo : entreprises numériques au croisement du ludique et du narratifRémi CayatteThis article is concerned with the evolution of the narrative tools implemented by different development studios over the past five decades. Its goal is to raise the question of the evolution of the nature of stories, and of the space devoted to these stories in video games. It appears that various trends arose over the years and led to the current situation of unification of these various trends and to the creation of games that proved themselves to be multi-narrative supports.http://journals.openedition.org/transatlantica/6717video gamesnarrativesstorycutscenesludologygame studies |
spellingShingle | Rémi Cayatte Jeux vidéo : entreprises numériques au croisement du ludique et du narratif Transatlantica video games narratives story cutscenes ludology game studies |
title | Jeux vidéo : entreprises numériques au croisement du ludique et du narratif |
title_full | Jeux vidéo : entreprises numériques au croisement du ludique et du narratif |
title_fullStr | Jeux vidéo : entreprises numériques au croisement du ludique et du narratif |
title_full_unstemmed | Jeux vidéo : entreprises numériques au croisement du ludique et du narratif |
title_short | Jeux vidéo : entreprises numériques au croisement du ludique et du narratif |
title_sort | jeux video entreprises numeriques au croisement du ludique et du narratif |
topic | video games narratives story cutscenes ludology game studies |
url | http://journals.openedition.org/transatlantica/6717 |
work_keys_str_mv | AT remicayatte jeuxvideoentreprisesnumeriquesaucroisementduludiqueetdunarratif |