Partie 2. La Naissance Du Monde Des Jeux Vidéo Domestiques : Formes De Contrôle Du Marché Et Effets Publics ______Erreur ! Signet Non Défini

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Partie 2. La Naissance Du Monde Des Jeux Vidéo Domestiques : Formes De Contrôle Du Marché Et Effets Publics ______Erreur ! Signet Non Défini 1 Avertissement La Faculté n’entend donner aucune approbation ni improbation aux opinions émises dans cette thèse ; ces opinions doivent être considérées comme propres à leur auteur. Le présent travail a été présenté publiquement le 28 juin à la Sorbonne. Trois exemplaires papiers ont été déposés au Centre de Documentation de la Sorbonne et sont accessibles en libre accès. Toute citation extraite de ce travail peut utiliser la pagination actuelle en mentionnant la lo- calisation du document au Centre de Documentation de la Sorbonne. La diffusion électronique de ce document est possible avec mention de l’auteur, de l’OMNSH, en l’état, et à usage non commercial. Olivier Mauco, « Introduction », Jeux vidéo, problèmes publics, régulations privées, Thèse de doc- torat, Univesité Paris 1, 2012, disponible en ligne sur : OMNSH.org Dr. Olivier Mauco Résumé Cette thèse se propose d’étudier comment les contenus des jeux vidéo grand public sont façonnés par les relations entre les industriels et les pouvoirs publics. Les jeux vidéo, comme biens culturels produits en masse connaissant un succès populaire, font l’objet de nombreuses condamnations. En particulier, la question de la violence des contenus est au cœur de nombreux débats pouvant mener à des mises en politiques. Le « moment régula- toire », où les pouvoirs publics se saisissent de cette question, est alors un moment privilé- gié pour observer les différents rapports de force entre les acteurs du monde du jeu vidéo (studios, éditeurs, fabricants de console). Les dispositifs de régulation retenus traduisent ainsi des relations complexes entre les environnements techniques, informatifs et institu- tionnels, traversés par les compétitions entre industriels et associatifs pour l’administration du contrôle des contenus et des pratiques du jeu vidéo. A la croisée d’une approche néo- institutionnelle et d’une sociologie de la production des biens culturels, cette thèse s’intéresse à l’élaboration de référentiels cognitifs et normatifs, notamment les définitions et les mises en forme plurielles du jeu et du joueur dans l’environnement informatif par les industriels, les pouvoirs publics et les acteurs associatifs et scientifiques. Ces différentes in- terprétations notamment, le paradigme de la performance technique contre celui de la créa- tion de jeux, d’une part, et la figure du joueur-comme-consommateur opposée à celle du joueur-comme-public, d’autre part, structurent ainsi le monde du jeu vidéo. Les stratégies d’évitement des problèmes publics ou de mises en politique influencent durablement les contenus des jeux vidéo. Mots clefs : jeux vidéo, régulation, politiques publiques, action publique, problèmes pu- blics, violence, addiction, joueur, consommateur, public, sociologie, production, culture de masse, culture populaire, néo-institutionnalisme, instruments, game studies, console, plate- forme, idéologie, contenus 3 Videogames, public issues, private regulations This PhD thesis intends to study how the contents of the mass video games are affected by the relations between industrials and authorities. Video games, as cultural goods mass- produced with a popular success, are subject to numerous condemnations. Particularly, the issue relating to the violence of the contents is in the middle of many debates which could lead to the politicization. The « regulation moment » (« moment régulatoire »), where the authorities take over the question, is consequently a special moment in order to analyze the various balances of power between the actors in the world of videogames (studios, pub- lishers, console manufacturers). The accepted regulation systems translate the complicated relations between the technical environment, the informative environment and the institu- tional environment, gone through by competitions between industrials and associative ac- tors for the management of the control of the contents and the practices of video game. At the crossroad between a neo-institutional approach and a sociologic approach pertain- ing to the production of cultural items, this PhD thesis is interested in the drawing up of cognitive and prescriptive frames, notably the definitions and the plural illustrations of the game and of the player within the informative environment by the industrials, the authori- ties, the associative actors and the scientists. These various interpretations notably firstly the paradigm of the technical performance against the paradigm of the game’s creation and secondly the figure of the player-as-consumer against the figure of the player-as-audience, structure the video game world. The avoidance strategies (« stratégies d’évitement ») of public problems or the politicization affect durably videogames contents. Keywords : Videogames, regulation, public policies, public action, public issues publics, violence, ad- diction, player, gamer, consumer, sociology, production, mass culture, popular culture, new-institutionalism, device, plateform, game studies, console, ideology, contents 5 Remerciements Ce travail n’aurait jamais pu être mené à son terme sans le soutien et l’aide de nombreuses personnes. Je tiens ainsi à leur exprimer toute ma gratitude. Je pense en tout premier lieu à Frédérique Matonti, m’ayant récupéré au milieu du guet, a accepté de m’accompagner dans cette aventure. Sa très grande disponibilité et son extrême rigueur m’ont entraîné tout du long de cette thèse. Je pense ensuite à l’École doctorale et le département de Science politique de l’Université Paris 1 qui, en plus d’avoir accepté un objet aussi étrange que les jeux vidéo, m’a soutenu, encouragé et m’a accordé le temps né- cessaire pour mener à bien ce travail. Je pense à mes camarades qui ont eu la gentillesse téméraire de se plonger dans les pre- mières versions du texte, décelant pièges et fausses routes. Ces premiers explorateurs, Ni- colas Hubé et Pierre Mayance, ont été rejoints par Nicolas Maïsetti, Raphaël Koster, Alexis Blanchet. Je pense aussi à tous ceux qui se sont manifestés et les remercie de cette atten- tion. Je pense à mes partenaires de recherche, d’abord ceux de l’École doctorale, dont les jour- nées sans eux, tapis dans le grenier, n’auraient pas été aussi agréables : Guillaume Girard, Tania Navarro, Lorenzo Barrault, Sylvain Antichan, et d’autres déjà mentionnés. Puis la fine équipe du serious game de la Maison des Sciences de l’Homme de Paris-Nord, qui m’a donné le goût du game design. Je pense ensuite à mes compagnons des espaces ludo-fictionnels, l’Observatoire des Mondes Numériques en Sciences Humaines, où les échanges intellectuels et amicaux ont su à des périodes de solitude, stimuler ma curiosité pour des disciplines variées, notam- ment les anciens : Thomas Gaon, Etienne Armand Amato, Fanny Georges, Sébastien Genvo, Yann Leroux, Nicolas Rosette, Michael Stora, Jean-Baptiste Labrune et tous les nouveaux qui ont su rafraichir nos instances. Enfin, mes dernières pensées vont à ma famille, qui a subi les affres de l’écriture, Papa, Maman, Ketty, Raphaël et Florian, mes grands parents, oncles et tantes qui depuis le Pays- basque et la Gascogne pouvaient entendre le bruissement de la manette et le tapotis du clavier pendant de longues heures. Et bien entendu, ma femme, pour toutes les qualités évoquées, et bien plus encore. 7 9 Remerciements _____________________________________________ 7 Table des figures ___________________________________________ 21 Table des tableaux _________________________________________ 26 INTRODUCTION ____________________________________ 29 1. Usages sociaux des lectures idéologiques des jeux vidéo _________________ 34 2. La production de la figure du joueur ________________________________ 44 3. Marché et politique du jeu vidéo : les productions du contrôle ____________ 55 PARTIE 1. UNE NAISSANCE SOUS CONTRÔLES. GÉNÉALOGIE DES RAPPORTS SOCIAUX, FILIATIONS TECHNIQUES ET RÉCEPTION SOCIO-POLITIQUE DES PREMIERS JEUX VIDÉOERREUR ! SIGNET NON DÉFINI. Chapitre 1. Des jeux publics aux publics des jeux vidéo : les racines historiques des problèmes publics du jeu (vidéo)Erreur ! Signet non défini. 1. Jeux et ordres politiques et sociaux : une mise en tensionErreur ! Signet non défini. 1.1. La production publique des jeux : rites et jeux publics _ Erreur ! Signet non défini. 1.1.1. La production des jeux intégrée à l’ordre social : les ritesErreur ! Signet non défini. 1.1.2. Les jeux romains : vers un dispositif de communicationErreur ! Signet non défini. 1.2. La privatisation des instances de production : vers la séparation du publicErreur ! Signet non défini. 1.2.1. La sécularisation des jeux et l’opposition entre jeu et sociétéErreur ! Signet non défini. 1.2.2. La séparation du public des jeux : le cas de la sportification des passe-tempsErreur ! Signet non défini. 2. Usages politiques et condamnations morales ______ Erreur ! Signet non défini. 2.1. Industrialisation et condamnations morales ________ Erreur ! Signet non défini. 2.1.1. Le problème des biens culturels produits en masse Erreur ! Signet non défini. 2.1.2. L’importation des thèses sur les effets des biens culturelsErreur ! Signet non défini. 2.2. De l’aliénation aux effets des jeux : les usages sociaux des théoriesErreur ! Signet non défini. 2.2.1. Les usages politiques des jeux : l’aliénation du peuple par les jeuxErreur ! Signet non défini. 2.2.2. Usages politiques des effets des biens culturels ___ Erreur ! Signet non défini. 2.2.3. La question du populaire : une catégorisation par les publicsErreur ! Signet non défini. Chapitre 2. L’influence de la règlementation du marché du flipper
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