L'imaginaire Du Genre Dans Les Jeux Vidéo

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L'imaginaire Du Genre Dans Les Jeux Vidéo L'imaginaire du genre dans les jeux vidéo Mémoire Julien-Pierre Hogue Maîtrise en sociologie - avec mémoire Maître ès arts (M.A.) Québec, Canada © Julien-Pierre Hogue, 2021 L’imaginaire du genre dans les jeux vidéo Mémoire Julien-Pierre Hogue Sous la direction de : Pascale Bédard, directrice de recherche Résumé Cette enquête porte sur les représentations sociales du genre présentes dans les jeux vidéo populaires. Une attention particulière est portée sur le rôle narratif des personnages, la division sexuelle du travail dans l’imaginaire vidéoludique, l’intersectionnalité, l’imagerie des corps genrés et les traits de personnalité. En ce sens, l’objectif de cette enquête peut être résumé par cette question de recherche : quel est l’état de l’imaginaire du genre dans les jeux vidéo ? Par le passé, les études adoptaient des approches qui ne permettaient pas de comprendre la complexité de cette question, soit parce que l’outil de collecte de données n’abordait que superficiellement les jeux vidéo ou parce qu’elles avaient pour postulat qu’étudier les joueurs était le meilleur moyen pour connaître les représentations du genre dans la communauté vidéoludique. Cette enquête est une étude directe et holistique des productions culturelles. Cette approche permet d’explorer l’ensemble des représentations présentes dans l’imaginaire vidéoludique, spécialement celles qui apparaissent comme « normales » ou « naturelles », et qui peuvent ainsi passer inaperçues aux yeux d’un chercheur utilisant une autre approche. Pour y arriver, un corpus de 46 jeux a été construit et chacun de ces jeux a fait l’objet d’observations précises, par le jeu lui-même et le visionnement de nombreuses vidéos de jeu (playthrough), afin de caractériser, selon différentes dimensions, allant de leur apparence à leurs agissements caractéristiques, un total de 950 personnages différents. Cette enquête permet de mieux comprendre en quoi l’imaginaire du genre dans l’univers vidéoludique peut être perçu comme posant problème, dans une visée de réduction des disparités et des iniquités entre les sexes. ii Abstract This study examines the social representations of gender in popular video games, with a special focus on the narrative role of the characters, the sexual division of labour in social imaginary, the intersectionality, the imagery of gendered bodies, and the personality traits. Consequently, the objective of this study can be illustrated by the following question: what is the state of social imaginary of gender in video games? Previous studies were not able to correctly tackle the complexity of the question, either because the data collection only considered video games superficially or the social scientist started with the assumption that the best way to understand representations of gender was to study the gamers themselves. The purpose of this study is to approach cultural productions in a direct and holistic fashion. This will allow the exploration of the current representations of gender in the gaming community, particularly the ones that seem normal or “natural” that can go unnoticed when using another method. Hence, 46 video games were considered and played wholly, which resulted in a total of 950 different characters that were studied. This study will allow a better understanding of gender in popular imaginary of video games, and to consider the challenge to reduce the inequalities between the sexes. iii Table des matières Résumé ............................................................................................................................................................... ii Abstract ............................................................................................................................................................... iii Table des matières ............................................................................................................................................. iv Remerciements ................................................................................................................................................. viii Introduction ......................................................................................................................................................... 1 Chapitre 1 – Problématique ................................................................................................................................ 5 Chapitre 2 – Sur la notion de genre : théorie et perspective d’analyse ............................................................... 8 Le genre, c’est quoi ? ..................................................................................................................................... 8 Les autres axes du pouvoir .......................................................................................................................... 11 Le genre dans les productions culturelles .................................................................................................... 11 Chapitre 3 – Les jeux vidéo comme objet sociologique .................................................................................... 14 Différencier les concepts : imaginaire et représentation ............................................................................... 16 Le social dans les univers fictifs : une mise en scène idéelle du réel ........................................................... 17 L’impact des représentations sociales issues des systèmes du genre......................................................... 19 La place du chercheur dans la globalisation des imaginaires ...................................................................... 20 Inquiétudes épistémologiques et solutions méthodologiques ....................................................................... 22 Chapitre 4 – Comment étudier le genre dans les jeux vidéo ............................................................................ 25 La question de l’esthétique dans le cinéma .................................................................................................. 25 Les axes d’analyses : les choix créateurs au cinéma ................................................................................... 27 La trame narrative .................................................................................................................................... 27 La mise en scène ..................................................................................................................................... 29 La prise de vue ......................................................................................................................................... 30 Le son ...................................................................................................................................................... 31 La forme, un système contradictoire et intuitif .......................................................................................... 32 Les axes d’analyse : l’esthétique particulière des jeux vidéo ....................................................................... 32 Les particularités des jeux vidéo .............................................................................................................. 32 La trame narrative .................................................................................................................................... 33 L’impact du gameplay sur l’esthétique de l’image .................................................................................... 34 Des libertés limitées ................................................................................................................................. 35 La méthodologie de cette enquête ............................................................................................................... 35 La construction d’un corpus ..................................................................................................................... 36 iv La grille d’observation .............................................................................................................................. 38 Des raffinements pragmatiques ............................................................................................................... 39 Chapitre 5 – Les rôles des personnages dans l’imaginaire du genre ............................................................... 40 Classification des rôles ................................................................................................................................. 40 Un portrait de l’ensemble des rôles narratifs dans les jeux vidéo ................................................................. 42 Les personnages jouables ............................................................................................................................ 45 Des pas vers l’avant ou un maintien du statu quo ........................................................................................ 45 Chapitre 6 – La division sexuelle du travail dans les jeux vidéo ....................................................................... 46 Trois catégories de classes socioprofessionnelles ....................................................................................... 47 Les classes socioprofessionnelles dans le gameplay .................................................................................. 51 Première dimension de la division sexuelle du travail dans les jeux vidéo : question
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