Le paradoxe du monstre-justicier : la responsabilité morale à l'épreuve de la sociabilité dans Vampyr

With video games relying on the player's agentivity, choice is more often than not the reason for immersion, and the player is apprehended as a moral actor. Therefore, it's not only a matter of interpreting the virtual world, but truly transforming it. As for video games, the concept of ch...

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Main Author: Sarah Chauvin
Format: Article
Language:fra
Published: Laboratoire Interdisciplinaire Récits Cultures Et Sociétés
Series:Cahiers de Narratologie
Subjects:
Online Access:https://journals.openedition.org/narratologie/11581
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author Sarah Chauvin
author_facet Sarah Chauvin
author_sort Sarah Chauvin
collection DOAJ
description With video games relying on the player's agentivity, choice is more often than not the reason for immersion, and the player is apprehended as a moral actor. Therefore, it's not only a matter of interpreting the virtual world, but truly transforming it. As for video games, the concept of choice is tied to the idea of moral responsibility, since the player has to regularly tamper with the fate of characters they are led to perceive as social entities. With the example of Vampyr, this article will attempt to establish how video game characters, understood as social entities, play a major role in guiding the player through their moral choices. The confrontation of the three codes constitutive of Jouve's “system of sympathy” – the narrative, affective and cultural codes – will help us explain in what manner the cultural code, i.e. the inclusion of the player's axiology in their appreciation of the characters, can be in conflict with the narrative and affective codes, as well as with a fourth code that I identify as the « ludic code ». It seems that the application of the player's ethics in game is partly ruled by their social consciousness and their investment in interpersonal relationships within the game's fictional world. This study of Vampyr will in the end enable us to comprehend how the implementation of a moral system in a game can be restricting, as it is often reliant on binary choices.
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spelling doaj.art-b258dacbf70e4f7eb1f3e03f46908ee32024-02-13T13:09:18ZfraLaboratoire Interdisciplinaire Récits Cultures Et SociétésCahiers de Narratologie0993-85161765-307X3810.4000/narratologie.11581Le paradoxe du monstre-justicier : la responsabilité morale à l'épreuve de la sociabilité dans VampyrSarah ChauvinWith video games relying on the player's agentivity, choice is more often than not the reason for immersion, and the player is apprehended as a moral actor. Therefore, it's not only a matter of interpreting the virtual world, but truly transforming it. As for video games, the concept of choice is tied to the idea of moral responsibility, since the player has to regularly tamper with the fate of characters they are led to perceive as social entities. With the example of Vampyr, this article will attempt to establish how video game characters, understood as social entities, play a major role in guiding the player through their moral choices. The confrontation of the three codes constitutive of Jouve's “system of sympathy” – the narrative, affective and cultural codes – will help us explain in what manner the cultural code, i.e. the inclusion of the player's axiology in their appreciation of the characters, can be in conflict with the narrative and affective codes, as well as with a fourth code that I identify as the « ludic code ». It seems that the application of the player's ethics in game is partly ruled by their social consciousness and their investment in interpersonal relationships within the game's fictional world. This study of Vampyr will in the end enable us to comprehend how the implementation of a moral system in a game can be restricting, as it is often reliant on binary choices.https://journals.openedition.org/narratologie/11581immersioncharactervideo gamesfictionsociabilitymorality
spellingShingle Sarah Chauvin
Le paradoxe du monstre-justicier : la responsabilité morale à l'épreuve de la sociabilité dans Vampyr
Cahiers de Narratologie
immersion
character
video games
fiction
sociability
morality
title Le paradoxe du monstre-justicier : la responsabilité morale à l'épreuve de la sociabilité dans Vampyr
title_full Le paradoxe du monstre-justicier : la responsabilité morale à l'épreuve de la sociabilité dans Vampyr
title_fullStr Le paradoxe du monstre-justicier : la responsabilité morale à l'épreuve de la sociabilité dans Vampyr
title_full_unstemmed Le paradoxe du monstre-justicier : la responsabilité morale à l'épreuve de la sociabilité dans Vampyr
title_short Le paradoxe du monstre-justicier : la responsabilité morale à l'épreuve de la sociabilité dans Vampyr
title_sort le paradoxe du monstre justicier la responsabilite morale a l epreuve de la sociabilite dans vampyr
topic immersion
character
video games
fiction
sociability
morality
url https://journals.openedition.org/narratologie/11581
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