Jouer Et Raconter en Ligne: Une Affirmation des Identites Sous la Contrainte (Essay) Jouer Et Raconter en Ligne: Une Affirmation des Identites Sous la Contrainte (Essay)

Jouer Et Raconter en Ligne: Une Affirmation des Identites Sous la Contrainte (Essay‪)‬

Ethnologies 2010, Spring, 32, 1

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Publisher Description

Raconter des histoires autour de son usage des jeux massivement multijoueurs s'apparente en premier lieu a une impregnation socioculturelle, a un hommage du joueur a cet univers ludique persistant. Cependant, la fanfic peut aussi s'opposer au jeu et rompre avec la continuite de l'univers pour affirmer une identite propre au joueur et des relations sociales singulieres dans le cadre de son equipe (guilde). Les editeurs des jeux tolerent ce braconnage narratif et la diversite des trajectoires d'usage parce qu'ils ne remettent pas fondamentalement en cause l'unite du jeu. Les fanfictions profiteraient meme au jeu qui, inexorablement, fait ventre de tout en utilisant les recits coinme des extensions officieuses propices a son expansion. Relating narratives around one's usage of massive multiplayer online games may look similar to a sociocultural impregnation and to a tribute paid by the player to a persistant ludic universe. However, fan fiction writing may also stand in opposition to the game and break with the continuity of the universe in order to assert a particular identity to the player and affirm speficific social relations within his team. Game editors tolerate this narrative poaching and the diversity of "using trajectories" because these practices do not put in jeopardy the fundamental unity of the game. Fan fictions would actully be profitable for the game which inexorably "swallows everything" by using these narratives as unofficial narratives that fovors its expansion.

GENRE
Non-Fiction
RELEASED
2010
March 22
LANGUAGE
EN
English
LENGTH
23
Pages
PUBLISHER
Ethnologies
SELLER
The Gale Group, Inc., a Delaware corporation and an affiliate of Cengage Learning, Inc.
SIZE
87.4
KB

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