Analyse Du Rapport Émotionnel Au Système Dans Le Jeu Vidéo De Gestion

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Analyse Du Rapport Émotionnel Au Système Dans Le Jeu Vidéo De Gestion Université de Montréal Jouer le Gouverneur : Analyse du rapport émotionnel au système dans le jeu vidéo de gestion par Jérémie Bernard Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en Études cinématographiques option Études du jeu vidéo Décembre 2017 © Jérémie Bernard, 2017 Résumé Ce mémoire de maîtrise traite du rapport émotionnel au système dans le jeu vidéo de gestion. Il met en lumière la nature du jeu de gestion à l’intérieur du vaste paysage générique qu’est l’industrie du jeu vidéo. L’avènement historique du genre est alors mis en parallèle avec son manque de visibilité dans les études vidéoludiques. L’objectif est de comprendre comment l’immersion s’articule vers la construction d’un rapport émotionnel au système. Ce dernier est au centre de l’expérience du jeu de gestion et permet au joueur d’endosser son rôle de gouverneur. C’est ce rôle qui met en place un rapport émotionnel avec la gestion d’une communauté virtuelle. Ce mémoire analyse ce rapport et le compare à l’aide de divers exemples de jeu. Les jeux analysés proposent un rapport émotionnel au système différent, mais toujours sous le sigle de la gestion. Mots Clés : Émotion, cognition, gestion, stratégie, genre, immersion, préoccupation, système, gouvernance. i Abstract This master thesis focuses on the emotional connection with the system in management video games. First, an understanding of what is a management game within the multiple genres that constitute the video game industry is conducted. The historical creation of the genre will then be studied by highlighting the lack of research for that specific kind of games. The goal is to understand how immersion works to create an emotional connection with the system. The system is the center of our player’s experience and makes possible playing the role of the governor in the simulation. This role is the link between the system and the community that has to be managed. Finally, game examples with different emotional connections are studied to show that management stays central to the experience of the genre even if the player doesn’t have the same emotional connection with one game and the other. Keywords : Emotion, cognition, management, strategy, immersion, concern, system, governance. ii Table des Matières Résumé ................................................................................................................................... i Abstract.................................................................................................................................. ii Table des Matières ................................................................................................................ iii Liste des figures ...................................................................................................................... v Remerciements .......................................................................................................................vi Introduction............................................................................................................................. 1 1. Le jeu de gestion : hybride oublié ou entité incomprise ? ..................................................... 5 1.1 Gestion, simulation et stratégie : démêler les termes et les notions ................................. 5 1.2 L’avènement de la gestion vidéoludique ........................................................................ 7 1.3 Le jeu de gestion embrasse le potentiel de complexité du PC ....................................... 10 1.4 La représentation d’une interface vidéoludique ............................................................ 13 1.5 Le système visible à travers l’interface ........................................................................ 17 1.6 Propositions ludiques différentes du jeu de stratégie en temps réel ............................... 19 1.7 De la proposition ludique à la jouabilité comme marqueur de genre ............................. 25 1.8 La malléabilité du genre : l’exemple de Total War : Warhammer ................................. 27 1.9 Des objectifs choisis ou imposés ? Exploration du bac à sable. .................................... 29 2. L’immersion créée par le rapport émotionnel au système ................................................... 32 2.1 Quelques définitions théoriques ................................................................................... 33 2.1.1 Immersion :........................................................................................................... 33 2.1.2 Émotion : .............................................................................................................. 37 2.2 Représentation de la gestion menant à l’immersion ...................................................... 38 2.3 Le design d’une expérience immersive de la gestion .................................................... 48 2.4 Immersion par l’agentivité ........................................................................................... 50 2.5 Les agents comme acteurs anthropomorphisés du système ........................................... 52 2.6 L’empathie pour les agents .......................................................................................... 53 2.7 De la prise de décision au passage à l’action ................................................................ 56 3. Mise en jeu de la préoccupation au centre du rapport émotionnel au système ..................... 61 3.1 Les représentations procédurales et statistiques au service d’une rhétorique ? .............. 61 3.2 Se complaire dans l’incertitude .................................................................................... 63 3.2.1 L’émergence, cousine de l’incertitude ................................................................... 65 iii 3.3 Jouer à avoir du pouvoir : mise en jeu de la gouvernance, proposition ludique globale de la gestion. .......................................................................................................................... 68 3.3.1 Contexte et agentivité ........................................................................................... 72 3.4 La préoccupation pour l’autre : Analyse de Banished ................................................... 77 3.5 La préoccupation pour soi : Evil Genius ...................................................................... 89 3.6 Préoccupation hybride : La série Tropico ..................................................................... 96 3.7 Se contrôler soi-même : Immersion et préoccupation chamboulée.............................. 101 3.8 Vue d’ensemble des deux pôles de la préoccupation .................................................. 103 Conclusion .......................................................................................................................... 108 Bibliographie .......................................................................................................................... i Ludographie ........................................................................................................................ viii iv Liste des figures Figure 1. Le niveau de vie et de munitions du joueur est intégré à même la diégèse pour ne pas alourdir l’interface, créant un effet plus cinématographique. .................................................. 20 Figure 2. Il est possible d’accélérer ou d’arrêter le temps à notre guise dans Restaurant Empire. ................................................................................................................................. 23 Figure 3. Possibilité de déterminer automatique l’issu d’un combat dans Total War : Warhammer, même si le système encourage le fait de prendre soi-même les commandes de notre armée. .......................................................................................................................... 28 Figure 4. Il existe un mode « bac à sable » distinct et mentionné comme tel dans Restaurant Empire. ................................................................................................................................. 30 Figure 5. Négociation du salaire d’une nouvelle recrue dans Epic Manager. .......................... 40 Figure 6. Exemple de représentation statistique du système dans Roller Coaster Tycoon. ...... 42 Figure 7. Menu principal de Tropico 2 : Pirate Cove représentant le bureau du joueur surplombant sur son repaire de pirates. .................................................................................. 45 Figure 8. Bureau du président (figure du joueur-gouverneur) dans le prochain Tropico 6....... 45 Figure 9. Bureau du gouverneur à même le système dans Airline Tycoon. ............................. 46 Figure 10. Exemple de développement urbain et routier dans Cities : Skylines. ..................... 59 Figure 11. Simplification du système par l’apparition de pastilles au-dessus de la tête des personnages lors du développement d’un nouveau jeu dans Game Dev Tycoon. .................... 63 Figure 12. Instructions de base pour le gouverneur dans Unholy Heights. .............................. 67 Figure 13. Documentation à la portée du gouverneur dans Viva Piñata .................................. 71 Figure 18. Rendu audiovisuel léger et humoristique dans Theme Hospital. ............................ 74 Figure 14. Les paramètres disponibles avant de commencer une nouvelle partie dans Banished. .............................................................................................................................................
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