Le Discours Modern Warfare

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Le Discours Modern Warfare AVERTISSEMENT Ce document est le fruit d'un long travail approuvé par le jury de soutenance et mis à disposition de l'ensemble de la communauté universitaire élargie. Il est soumis à la propriété intellectuelle de l'auteur. Ceci implique une obligation de citation et de référencement lors de l’utilisation de ce document. D'autre part, toute contrefaçon, plagiat, reproduction illicite encourt une poursuite pénale. Contact : [email protected] LIENS Code de la Propriété Intellectuelle. articles L 122. 4 Code de la Propriété Intellectuelle. articles L 335.2- L 335.10 http://www.cfcopies.com/V2/leg/leg_droi.php http://www.culture.gouv.fr/culture/infos-pratiques/droits/protection.htm THESE En vue de l‘obtention du Doctorat de l’Université de Lorraine Présentée et soutenue le 20 octobre 2016 par M. Rémi Cayatte LES JEUX VIDEO AMERICAINS DE L'APRES 11 SEPTEMBRE 2001 : LA GUERRE FAITE JEU, NOUVEAU TERRAIN DE PROPAGANDE IDEOLOGIQUE ? Jury Marie-France CHAMBAT-HOUILLON Maître de conférences HDR Rapporteur Björn-Olav DOZO Professeur Béatrice FLEURY Professeur Madjid IHADJADENE Professeur Rapporteur École Doctorale Fernand Braudel Centre de recherche sur les mediations Sous la direction de Sébastien Genvo (CREM, Metz) et André Kaenel (IDEA, Nancy) 1 Introduction : Quand le divertissement s'empare du drame ....................................................... 5 Choix du corpus, enjeu de la thèse et méthode ................................................................ 12 Le jeu vidéo comme fait de civilisation et de communication ......................................... 19 Plan ................................................................................................................................... 25 Partie 1 : Spécificités ................................................................................................................ 28 « If I throw a ball at you... » ............................................................................................. 30 Du drame de la Seconde Guerre Mondiale, à celui de conflits futuristes ........................ 44 Entre vertige et simulation ................................................................................................ 52 Du texte à l‘écran .............................................................................................................. 65 Des jeux porteurs de narration et de vertige ..................................................................... 75 Partie 2 : Les liens entre ludique et réel.................................................................................... 77 Le Complexe Militaro-industriel du divertissement ......................................................... 79 Représentation en jeu et public captif ............................................................................ 107 Idéologie et jeux persuasifs ............................................................................................ 118 Le jeu vidéo comme Appareil Idéologique d‘État .......................................................... 143 Partie 3 : Le discours Modern Warfare ................................................................................... 146 Discours narratif ............................................................................................................. 150 Le décor de la trilogie et les personnages incarnés .................................................... 151 De la fiction à la réalité............................................................................................... 164 Discours et rhétorique du « comme si » ..................................................................... 171 Liens thématiques ....................................................................................................... 184 Discours de l‘image ........................................................................................................ 202 Les briefings des différentes missions ........................................................................ 203 Le décor en jeu ........................................................................................................... 207 Le cadrage de l‘image................................................................................................. 220 Discours ludique ............................................................................................................. 233 La place du joueur par rapport au récit en jeu ............................................................ 235 Des jeux « en couloir » ............................................................................................... 249 Entre réalisme et arcade .............................................................................................. 268 Le triple cadrage de l‘expérience de jeu ......................................................................... 280 Conclusion : Le jeu vidéo comme arme de persuasion massive ............................................ 285 Bibliographie .......................................................................................................................... 290 Ouvrages ......................................................................................................................... 290 Articles scientifiques ...................................................................................................... 293 Colloques, journées d‘étude, conférences ...................................................................... 297 Presse et presse spécialisée ............................................................................................. 298 2 Ludographie .................................................................................................................... 302 Filmographie ................................................................................................................... 306 Autres ............................................................................................................................. 307 Annexes .................................................................................................................................. 310 I : Images tirées des jeux Modern Warfare ..................................................................... 310 A : Briefings ............................................................................................................... 310 B : Le décor en jeu ...................................................................................................... 317 C : Reprise en main du cadrage de l‘image ................................................................ 332 D : Autres Images ....................................................................................................... 344 II : Résumé du scénario des trois jeux Modern Warfare ................................................ 349 A : Call of Duty 4: Modern Warfare ........................................................................... 349 B : Call of Duty: Modern Warfare 2 ........................................................................... 351 C : Call of Duty: Modern Warfare 3 ........................................................................... 353 3 Remerciements J‘aimerais tout d‘abord remercier André Kaenel et Sébastien Genvo, qui m‘ont accompagné dans cette recherche qui n‘aurait pas vu le jour sans eux. Ils ont toujours su mettre le doigt sur les difficultés que j‘ai pu rencontrer tout au long de ce travail et les rendre plus faciles à surmonter grâce à leurs conseils et leur savoir-faire. Je remercie également mes parents, mes frères, le reste de ma famille et tout le Grand Riez. Ils m‘ont soutenu pendant mes années de doctorat, comme ils ont pu le faire avant que je ne me lance dans ce projet, et je sais que je pourrai également compter sur eux pour me soutenir dans les années à venir. Je ne pourrai jamais assez remercier Morgane avec qui j‘ai eu la chance de tout partager ces dernières années, les joies comme les peines, et les colères commes les sourires, ainsi que les débats sur le oxford comma et les espaces insécables, merci. Enfin, un grand merci à tous ceux qui ont pu m‘aider par leurs encouragements, leurs conseils, et leurs relectures. En particulier mes partenaires de jeu : Kévin, Benjamin, Morgan, Roland, François, Cyril, Jean-François, Hadrien et Gibald. 4 INTRODUCTION : QUAND LE DIVERTISSEMENT S'EMPARE DU DRAME Le 11 septembre 2001 quatre attentats suicides sont perpétrés sur le territoire américain : deux avions détournés de leur destination d'origine s'écrasent contre les deux plus hautes tours du complexe de bâtiments du World Trade Center, un autre frappe le Pentagone, et un dernier s'écrase dans un champ en Pennsylvanie. De tels événements ont profondément marqué les États-Unis, en matière de politique nationale et étrangère notamment, mais aussi en matière de culture populaire. À titre d'exemple, en ce qui concerne le cinéma américain, dès décembre 2002 le film The Guys, réalisé par Jim Simpson et adapté de la pièce de théâtre du même nom, écrite par Anne Nelson, sort dans les salles américaines. Ce film relate la façon dont Nick, un capitaine des pompiers new-yorkais (Anthony LaPaglia) fait face à une double difficulté : écrire les éloges funèbres des huit pompiers sous ses ordres qui ont perdu la vie durant les attentats du 11 septembre, et se reconstruire sur le plan émotionnel après cette catastrophe. Il est aidé dans cette entreprise par Joan (Sigourney Weaver) de qui il se
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