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Thèse Et Mémoire Université de Montréal Réception et interprétation du couple dans les jeux otome : Une approche anthropologique d’un corpus vidéoludique japonais par Laurie-Mei Ross Dionne Département d’anthropologie Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de Maîtrise ès science (M.sc) en Anthropologie Août 2020 © Laurie-Mei Ross Dionne, 2020 Université de Montréal Département d’anthropologie, Faculté des arts et des sciences Ce mémoire intitulé Réception et interprétation du couple dans les jeux otome : Une approche anthropologique d’un corpus vidéoludique japonais Présenté par Laurie-Mei Ross Dionne A été évalué par un jury composé des personnes suivantes Bob White Président-rapporteur Bernard Bernier Directeur de recherche Simon Dor Codirecteur Karine Bates Membre du jury Résumé Ce mémoire tente de mieux comprendre ce que sont les jeux otome japonais et le rapport entre le jeu et la culture. En effet, à travers l’interaction que le jeu permet, celui-ci offre au joueur la possibilité d’explorer de nouvelles identités et par la même occasion, devenir un outil de (re)négociation culturelle. Puisque les jeux otome sont principalement créés pour plaire à un marché féminin japonais, les idéaux culturels en ce qui concerne les performances de genre féminin seraient logiquement intégrés dans les diverses trames narratives qui sont présentées, bien que ce processus puisse être involontaire de la part de leurs créateurs. Puisque les jeux otome reposent principalement sur la réussite de la formation d’une relation amoureuse avec un personnage masculin, ceci semble faire écho à la critique nationale envers le célibat féminin; il est attendu des femmes qu’elles remplissent leur rôle en tant qu’épouse et mère sous l’institution du mariage. Malgré le fait que cet idéal ne puisse pas toujours être suivi en raison de situations socio-économiques tel l’éclatement de la bulle financière de 1990 et des nœuds de résistance de la part des plus jeunes générations au fil du temps, cette notion demeure imprégnée dans la culture japonaise. Cela ne veut pas dire que les femmes jouant à des jeux otome sont contraintes d’accepter ces rôles. Par le biais de la jouabilité et de leur alter-ego numérique qu’est leur avatar, elles peuvent prendre part à l’ordre social établi sans pour autant s’y conformer. En fait, cela peut même être perçu comme un moyen de subvertir l’intention originale puisque ces femmes alimentent une relation retranchée des attentes sociales de la maternité. Mots-clés : Jeux otome, joueurs, dynamique identitaire, femmes, Japon, genre, jeux vidéo i Abstract This thesis tries to shed light on Japanese otome games and how player agency through the video game medium can lend itself to the exploration of new identities by the player and become a tool for cultural (re)negotiation. As otome games have been mainly created for female customers in the insular Japanese market, cultural ideals regarding female gender performance would logically be embedded in the various narratives that are presented, albeit this process may be unintentional by their creators. Since otome games hinge mostly on obtaining a successful romantic relationship with a male character, this seems to echo national criticism of female celibacy; women should fulfill their roles as wives and mothers through marriage. Although this ideal may not be upheld due to socioeconomic happenstance such as the crash of 1990 and has found pockets of resistance throughout the younger generation as time went by, this notion still permeates Japanese culture. That is not to say women who play otome games are bound to accept these roles. Through the use of play and their digital proxy that is their avatar, they can take part in the social prescribed order without submitting to it. Moreover, it could be seen as a way to subvert the original intent in doing so, as they embrace a relationship that is withdrawn from the social expectation of childbirth. Keywords : Otome games, gamers, identity dynamic, women, Japan, gender, video games ii Table des matières Résumé ................................................................................................................................... i Abstract.................................................................................................................................. ii Table des matières ................................................................................................................. iii Liste des tableaux ................................................................................................................. vii Liste des figures .................................................................................................................. viii Remerciements ........................................................................................................................ x Introduction............................................................................................................................. 1 Chapitre 1 : La définition et la catégorisation d’un corpus vidéoludique .................................. 7 1.1 Le rôle de l’écologie médiatique japonaise : le media mix .............................................. 8 1.2 La catégorisation des gēmu dits « visual novel » ou « dating-sim » .............................. 11 1.3 L’avatar-protagoniste ................................................................................................... 14 1.4 Une esthétique distinctive ............................................................................................ 15 1.5 Les mécaniques ludiques : histoires interactives ........................................................... 18 1.5.1 La rejouabilité ................................................................................................... 20 1.5.2 La participation active du joueur ....................................................................... 23 1.6 La capacité d’action du joueur : l’agentivité ................................................................. 24 Chapitre 2 : La dynamique identitaire vidéoludique et le rôle de l’avatar ............................... 26 2.1 La relation à l’avatar, préciser l’attitude ludique du joueur ........................................... 26 2.1.1 Le pôle avatoriel, orienté vers la jouabilité ............................................................ 27 2.1.2 Le pôle actoriel, orienté vers le personnage ........................................................... 29 2.1.3 Les marqueurs d’allosubjectivité et de subjectivisation à l’intérieur du pôle caractériel : vers une fusion identitaire ........................................................................... 30 2.2 Le cas des otome gēmu ................................................................................................ 31 2.3 Le rapport identitaire, interaction entre avatar et joueur ............................................... 33 2.3.1 L’identité virtuelle ................................................................................................ 34 2.3.2 L’identité réelle..................................................................................................... 35 2.3.3 L’identité projetée ................................................................................................. 35 2.4 Une dynamique basée sur le rapport à l’autre virtuel ................................................... 36 2.4.1 L’engagement empathique .................................................................................... 36 iii 2.4.1.1 L’identification .............................................................................................. 37 2.4.1.2 Les relations parasociales ............................................................................... 38 2.4.2 Un contexte propice à l’apprentissage ................................................................... 39 Chapitre 3 : La confrontation des catégories de jeu et du genre à travers les expériences de joueurs et des réalités commerciales ...................................................................................... 43 3.1 La méthodologie et une description du terrain .............................................................. 43 3.1.1 Les informateurs ................................................................................................... 44 3.1.2 Le questionnaire en ligne ...................................................................................... 44 3.1.3 Le recrutement et les participants .......................................................................... 45 3.1.4 L’observation et la prise de notes dans les magasins vendant des produits vidéoludiques ................................................................................................................ 45 3.2 La validation des catégories de jeux en boutique .......................................................... 48 3.2.1 Une question de mise en marché ........................................................................... 51 3.3 La validation des catégories de jeux auprès des joueurs ............................................... 54 Chapitre 4 : L’agentivité du joueur en tant que moteur de l’expérience vidéoludique ............. 58 4.1 La méthodologie .......................................................................................................... 58 4.1.1 Le questionnaire en ligne ...................................................................................... 59 4.1.2
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