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Estudios Visuales e Intermedialidad: el caso del videojuego Assassin’s Creed Unity (Ubisoft, 2014)
Published 2024-03-01“…Así, nos hemos aproximado a su análisis a partir de los Estudios Visuales y nos hemos interrogado acerca de la intermedialidad y transmedialidad de una de las entregas de la saga Assassin’s Creed, Unity (Ubisoft, 2014), especialmente relevante para acercarnos a la tecnocultura, a la concreción del espacio en un lugar y como se despliega en los videojuegos, las estrategias que desarrolla este título para apelar a la autenticidad apostando por la verosimilitud y el re-conocimiento en vez de la exactitud, la relevancia del anacronismo, cómo explora las conexiones entre la historia y la memoria, y cómo se sitúa en relación a los géneros. …”
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Y-a-t-il une ville pour définir Ubisoft ? Enjeux poétiques et philosophiques d'un monde de l'action.
Published 2021-01-01“…En reconfigurant (mimêsis) ville et héros, Ubisoft en présente une matière apparente et des vérités métaphoriques qui doivent permettre de réinterroger notre réel et de rédéfinir, ainsi, la place même de la poésie.…”
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I segreti di Venezia – L’avventura di Corto Maltese ri-mediata nel videogame di Ubisoft=Corto Maltese: Secrets of Venice, an adventure re-mediation
Published 2015-12-01“…The video game business, on the other hand, has reached remarkable figures. In this scenario, Ubisoft launched an adventure videogame based on the adventure of the beloved pirate created by Hugo Pratt. …”
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From Cardboard Settings to Ludo-anthropological Experiences: The Failures and Successes of Victorian London’s Adaptations in Video Games
Published 2020-11-01Subjects: Get full text
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Aux armes, citoyens !
Published 2021-01-01“…A travers l’analyse de la presse qui a couvert la polémique, des discours politiques sur le site officiel du Parti de Gauche (PG) ainsi que les réponses d’Ubisoft et des historiens dans la presse d’information, il s’agit dans cet article de comprendre si, en tant que société française, Ubisoft a souhaité un traitement particulier pour Assassin’s Creed Unity ? …”
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Le champ historien comme terrain de jeu.La conception de jeux vidéo d’histoire face au « droit de véto » des sources
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A deep multiple-instance text binary classification for topic relevant content extraction on social media
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The influence of conversational agents’ role and communication style on user experience
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The factory as a representation of video game dystopias
Published 2021-01-01“…Then, this paper presents three progressive models, linked to three concrete examples: Beyond Good & Evil (Ubisoft, 2003), Amnesia: A Machine For Pigs (The Chinese Room, 2013) and NieR: Automata (Platinum Games, 2017). …”
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Simulational Realism—Playing as Trying to Remember
Published 2018-12-01“…By grounding my argument in analyses of two blockbuster productions—Assassin’s Creed (Ubisoft, 2007) and Call of Duty: Black Ops (Activision, 2010)—I introduce and define the notion of “simulational realism”. …”
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Descobrindo e recobrindo o passado nas salas de aula com assassin’s creed origins discovery tour
Published 2019-07-01“…O presente artigo propõe uma análise a respeito do modo Discovery Tour, desenvolvido pela Ubisoft Montreal para o jogo Assassin’s Creed Origins. …”
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Le bruit des controverses vidéoludiques : entre infobésité et mobilisation politique en réseaux
Published 2022-11-01“…This article provides a longitudinal analysis of situations related to the video game industry and deemed sufficiently “problematic” to be covered by the media, from the first controversy surrounding the content of the game Death Race (Exidy, 1976) to the toxic work environment cases that have shaken triple A studios such as Ubisoft in 2020 and Activision-Blizzard-King in 2021. …”
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On the Brink of Virtual Extinction: Hunting and Killing Animals in Open World Video Games
Published 2018-09-01“…Among the games discussed are Rockstar’s Red Dead Redemption (2010), and Ubisoft’s Assassin’s Creed III (2012) and Far Cry 3 (2012). …”
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Ópera y violencia virtual en los mundos ludoficcionales
Published 2023-02-01“…A través de varios casos de estudio de videojuegos publicados entre 1998 y 2017, en los que la ópera juega un papel destacado –Parasite Eve (Squaresoft 1998), No one lives forever (Monolith Productions 2000), Assassin’s Creed III (Ubisoft 2012) y NieR: Automata (Platinum Games 2017)–, se analizan las técnicas empleadas para introducir referencias operísticas, como la espectacularización del cuerpo y la voz femenina y la inserción de escenas del repertorio operístico con una trama de carácter violento. …”
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Fictional Characters’ Heroism in Assassin’s Creed III Video Game in the Perception of Indonesian Video Gamers
Published 2017-04-01“…Assassin’s Creed is a historical fiction video game developed and published by Ubisoft. This video game has been so far considered as one of the most violent video games. …”
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History, design and archaeology: The reception of Julius Caesar and the representation of gender and agency in Assassin’s Creed Origins
Published 2019-10-01“…In 2017,s Ubisoft Montreal launched the game, Assassin’s Creed Origins, with its historical background placed in Egypt by the time of the arrival of Julius Caesar. …”
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