Au-Delà Du Jeu: Culture Et Jouabilité

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Au-Delà Du Jeu: Culture Et Jouabilité Université de Montréal Étude de l’impact des collectionneurs sur la préservation et la conservation du jeu vidéo par Adam Lefloïc Lebel Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présentée en vue de l’obtention du grade de Maitre ès arts (M.A.) en études cinématographiques option études vidéoludiques Septembre 2018 © Adam Lefloïc Lebel, 2018 Résumé Ce mémoire propose une incursion dans le monde du jeu vidéo et de la lutte contre sa détérioration inévitable. Elle vise à en déterminer l’ampleur pour ensuite examiner ainsi que proposer de possibles avenues afin d’en assurer la pérennité. L’objectif final repose sur la proposition que les communautés de collectionneurs influencent la préservation du médium vidéoludique, et tente de déterminer si cette influence est positive ou négative. Cette étude aborde d’abord le monde de la collection classique au sens large dans le but de mieux comprendre ce qui définit le collectionneur et ce qui motive ses comportements. Ensuite, nous explorons les problématiques de la préservation du jeu vidéo en observant à la fois les difficultés à venir en plus d’envisager de possibles solutions afin de pallier la détérioration de l’héritage vidéoludique. Finalement, le mémoire vient lier ces deux sujets en distinguant le collectionneur de jeux vidéo du collectionneur classique et en contestant son approche vis-à-vis de la préservation du médium. Par le biais de questionnaires distribués à même cette communauté, nous pouvons tenter de répondre à la question qui guide cette recherche à savoir quels impacts ces collectionneurs ont sur la préservation du jeu vidéo. Mots-clés : préservation, conservation, jeux vidéo, collection, collectionneur, ludovidéophile, émulation, émulateur, ROM, jouabilité, sérialisation i Abstract This thesis proposes an incursion into the world of video games and the struggle against its unavoidable deterioration. It aims to determine the extent of this coming challenge and recommends possible ways to assure the lasting qualities of video games. The final objective resides within the proposition that communities of collectors can influence the preservation of the medium and try to determine if this influence is positive or negative. The study first addresses classic collecting to better understand what makes a collector and what motivates its behaviour. Afterward, we explore the problematic of video game preservation, looking at the coming difficulties while exploring possible solutions to counter the damages to the video game heritage. Finally, the thesis links these two themes while defining the video game collector with all of their idiosyncrasies and questioning its outlook toward the preservation of the medium. With the help of a questionnaire distributed into these communities, we then try to answer our guiding question looking at the impacts of collectors on the preservation of the video game medium. Keywords : preservation, conservation,video game, collection, collector, ludovideophile, emulation, emulator, ROM, gameplay, serialization ii Table des matières Résumé ......................................................................................................................................... i Abstract ....................................................................................................................................... ii Table des matières ...................................................................................................................... iii Liste des sigles ........................................................................................................................... vi Remerciements ......................................................................................................................... viii Introduction – Une collection qui fait monter de niveau ............................................................ 1 Chapitre 1 - Revue de littérature ................................................................................................. 3 1.1 Préservation organisée ...................................................................................................... 3 1.2 Collection indépendante .................................................................................................. 10 Chapitre 2 – La préservation du patrimoine vidéoludique ........................................................ 18 2.1 Pourquoi préserver ? ....................................................................................................... 18 2.2 Quoi et comment conserver ............................................................................................ 33 2.2.1 L’émulation comme panacée ? ................................................................................ 35 2.2.2 L’œuvre qui doit être jouée ...................................................................................... 42 2.2.3 Hypothèse préservationniste .................................................................................... 47 2.2.4 Comment y arriver ? ................................................................................................ 49 Chapitre 3 - Collectionneurs et Collectionnement .................................................................... 51 3.1 Collectionneur classique ................................................................................................. 52 3.1.1 Accumulation répétée .............................................................................................. 53 3.1.2 Recherche du profit, ou non ? .................................................................................. 54 3.1.3 Ne pas toucher SVP ................................................................................................. 57 3.1.4 Qui se ressemble s’assemble .................................................................................... 60 3.1.5 La série distincte ...................................................................................................... 61 3.1.6 Passion « multijoueur » ............................................................................................ 62 3.1.7 Ma collection est plus grosse que la tienne .............................................................. 64 3.2 La pulsion de la collection .............................................................................................. 65 3.2.1 Manquer de trésors ................................................................................................... 66 iii 3.2.2 Tout naturel .............................................................................................................. 67 3.2.3 Sauveur d’artefacts ................................................................................................... 68 3.2.4 Je suis cool ............................................................................................................... 68 3.2.5 Nostalgie .................................................................................................................. 69 3.2.6 Esthétisme organisé ................................................................................................. 69 3.3 Acquisition d’une définition ........................................................................................... 70 3.4 Du collectionneur au ludovidéophile .............................................................................. 71 3.5 Qui est le ludovidéophile ................................................................................................ 73 3.6 Confronter les définitions ............................................................................................... 75 3.7 Ludification de la collection ........................................................................................... 80 3.8 Vers une typologie et plus loin encore ............................................................................ 83 3.9 La ludovidéophilie : Une définition ................................................................................ 84 Chapitre 4 – Le ludovidéophile et la préservation .................................................................... 86 4.1 Qu’en pensent les ludovidéophiles ? ............................................................................... 87 4.2 Nuances chez les collectionneurs .................................................................................... 94 4.3 Savoir-faire ..................................................................................................................... 97 4.4 Au-delà de la cassette : le code ..................................................................................... 100 4.5 Au-delà de la cassette : le paratexte .............................................................................. 101 4.6 Efforts amateurs ............................................................................................................ 104 4.6.1 Se remémorer les disparus ..................................................................................... 105 4.6.2 Niveaux perdus ...................................................................................................... 106 4.6.3 Ressusciter les disparus .......................................................................................... 107 4.6.4 Compétition de puissance ...................................................................................... 108 4.6.5 Tout est bien qui finit bien ....................................................................................
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