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Télécharger Le Mémoire CREM Centre de Recherche sur les Médiations Master AMINJ - 1ère année Parcours Conception de Dispositifs Ludiques Appropriation, construction et développement de l’univers des jeux vidéo alternatifs. Etude des pratiques discursives d’une communauté d’auteurs-joueurs. Mémoire en vue de l’obtention du master 1 Mention Information communication Présenté et soutenu par VUILLEMOT Pierre Directeur de recherche : GENVO Sébastien Année universitaire 2019-2020 1 CREM Centre de Recherche sur les Médiations Master AMINJ - 1ère année Parcours Conception de Dispositifs Ludiques Appropriation, construction et développement de l’univers des jeux vidéo alternatifs. Etude des pratiques discursives d’une communauté d’auteurs-joueurs. Mémoire en vue de l’obtention du master 1 Mention Information communication Présenté et soutenu par VUILLEMOT Pierre Directeur de recherche : GENVO Sébastien Année universitaire 2019-2020 2 Glossaire Asset packages : des fichiers de création afin de satisfaire les exigences et les téléchargeables (gratuitement ou non) et objectifs fixés. modifiables. Digital Rights Management (DRM Bitsy : outil de création affilié à la Free) : discours prônant la fin des DRM communauté Itch.io offrant un accès afin de permettre la distribution des simplifié au développement de petits œuvres sans les obligations présentes jeux. Extrêmement populaire dans avec lesdits DRM. certaines communautés de création Digital Rights Management (DRM) : alternatives. la gestion des droits numériques. Dans Build : le terme build désigne le passage l’industrie vidéoludique, les DRM vers une version exécutable de son jeu permettent de limiter la diffusion des vidéo. jeux achetés sur des plateformes de distribution. Les DRM impliquent des Care : « Activité caractéristique de obligations légales et matérielles (accès l’espèce humaine, qui recouvre tout ce à un réseau internet, création d’un que nous faisons dans le but de compte). maintenir, de perpétuer et de réparer notre monde, afin que nous puissions y Discord : logiciel de VoIP, ou Voix sur vivre aussi bien que possible. Ce monde IP. Permet de communiquer avec une comprend nos corps, nos personnes et personne ou un ensemble de personnes notre environnement, tout ce que nous simultanément, en vocal, à l’écrit ou en cherchons à relier en un réseau complexe vidéo. en soutien à la vie » (Tronto, 2009, cité Fanzine : contraction de fanatic dans Zielinski, 2010 : 632). magazine. Un fanzine est une Crunch : Terme communément utilisé publication libre, faite par des acteurs pour désigner une période intense dans actifs dans une communauté, imprimée des périodes dites stratégiques de ou numérique et diffusée vers les adeptes développement du jeu vidéo. Cette de cette communauté. Ces publications pratique est particulièrement critiquée du sont ancrées dans la philosophie DIY et fait de la pression mise sur les employés dans le régime punk. 3 GameMaker : logiciel de l’acquéreur le montant à donner pour développement de jeux vidéo à la prise accéder à, ou acquérir, sa création. Une en main simplifiée par l’utilisation d’une limite minimum est parfois fixée. interface en glisser-déposer. Pixel Art : style graphique notamment GitHub : service d’hébergement et de popularisé par la vague des premiers gestion de développement utilisant le indie games à la fin des années 2000 – logiciel de contrôle de gestion de début 2010. versions Git. Il permet l’accès à des Slack : plateforme de communication répertoires hébergeant des codes, des collaborative. Est également un logiciel scripts et autres projets. de gestion de projets. Itch.io : site internet permettant Steam : plateforme leader dans la l’hébergement, la vente et le distribution de contenus vidéoludiques. téléchargement de jeux vidéo, de zines et ressources. Le site est réputé pour Triple-A (AAA) : terme généraliste accorder une place importante aux désignant les productions de l’industrie productions émanant de la sphère de vidéoludique disposant de budgets de l’indépendance. développement conséquents et d’une quantité importante de personnes au sein Jam : évènement spécifique où des de l’équipe de développement. participants doivent créer des jeux, écrire des manifestes ou réaliser une création Twine : outil de création de jeux en fonction d’un thème donné et dans un hypertextuels extrêmement populaire temps imparti. Généralement, un Jam dans certaines communautés de création dure 24 à 72 heures. alternatives. Open Source : licence permettant la libre Unity : moteur de jeu, accessible en redistribution, l’accès au code source, les licence gratuite, permettant une création modifications et réutilisations d’usage de jeux vidéo simplifiée. Cet outil est d’un logiciel. utilisé par nombre de développeurs et auteurs indépendants ou alternatifs, Pay-What-You-Want : littéralement, amateurs ou professionnels du métier. payez ce que vous voulez. Modèle économique où le créateur laisse libre à Zine : voir « Fanzine ». 4 5 Remerciements Premièrement, ce travail d’étude et de recherche n’aurait pas été le même sans le suivi, les conseils et les retours avisés de mon encadrant de recherche, Sébastien Genvo. Merci à lui d’avoir été là pour cadrer au mieux la réalisation de ce mémoire de recherche. Je tiens également à remercier Jean-Mathieu Méon, enseignant-chercheur et membre de l’équipe pédagogique du master AMINJ, pour son aide et l’intérêt porté à ce travail de recherche. Mes remerciements vont aussi à l’endroit de Laurent Di Filippo, responsable de ce Master 1 parcours Conception de Dispositifs Ludiques, pour sa bienveillance et son suivi constant au fil de cette année. Merci aux personnes présentes. 6 Table des matières Glossaire ........................................................................................................................... 3 Remerciements .................................................................................................................. 6 Introduction .............................................................................................................. 10 Avant-propos : accès aux corpus .................................................................................... 26 1. La sphère de l’indépendance : émergence et construction contre-culturelle .......... 31 1.1. Indépendance et contre-cultures, une alternative au mainstream ? .................. 31 1.1.1. L’indie comme typologie d’un genre ........................................................ 36 1.1.2. De l’émergence de la bande dessinée alternative aux représentations sexistes 40 1.2. La sphère de l’indépendance dans l’industrie vidéoludique … ....................... 43 1.2.1. La dénonciation d’énonciation du label indie games ................................ 46 1.2.2. Devolver Digital, d’une rhétorique contre-culturelle à l’action néolibérale ? 51 1.3. … à la redéfinition de son périmètre ................................................................ 54 1.3.1. La sphère de l’indépendance au prisme du champ discursif .................... 54 1.3.2. Un espace de proximité vers la création ................................................... 58 2. Le répertoire d’un alternatif : une dialectique avec la sphère de l’indépendance ... 67 2.1. Construction discursive d’un espace d’expression d’un alternatif ................... 67 2.1.1. De la compréhension d’un site internet … ............................................... 68 2.1.2. … à la formalisation d’un espace d’un alternatif ...................................... 73 2.2. Conventions idéologiques et esthétiques chez les auteurs de ces manifestes .. 81 2.2.1. Les outils de développement de jeu comme le véhicule de valeurs esthétiques ............................................................................................................... 81 2.2.2. Des individus aux communautés, le collectif et ses valeurs idéologiques 89 2.3. Le répertoire d’un alternatif en action : l’exemple des Queer Games ............. 96 2.3.1. De l’expression queer en opposition aux représentations hégémoniques … 97 7 2.3.2. … à l’affirmation queer dans le répertoire d’un alternatif ...................... 103 3. Des auteurs, des manifestes et des productions : un rapport au social ................. 108 3.1. Les discours manifestaires dans un espace numérique … ............................. 108 3.1.1. Les manifestes à l’ère numérique ........................................................... 109 3.1.2. De l’attitude ludique à l’appropriation créative : le manifeste joué ....... 115 3.2. … à des présences dans des espaces physiques ............................................. 127 3.2.1. D’une communauté d’auteurs-joueurs aux communautés physiques ..... 128 3.2.2. Le document à la rencontre de nouveaux lieux et de nouveaux contextes 134 3.3. Un alternatif et des acteurs en mouvement .................................................... 139 3.3.1. De l’expérimentation ludique à l’expérimentation artistique ................. 140 3.3.2. Le capital subculturel, témoin des espaces transitionnels ...................... 146 Conclusion .................................................................................................................... 156 Ouverture ...................................................................................................................... 161 Bibliographique ............................................................................................................ 163 Ouvrages ..................................................................................................................
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