Des Typologies Mécaniques À L'expérience Esthétique

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Des Typologies Mécaniques À L'expérience Esthétique Université de Montréal Des typologies mécaniques à l’expérience esthétique Fonctions et mutations du genre dans le jeu vidéo par Dominic Arsenault Département d‘histoire de l‘art et études cinématographiques Faculté des arts et des sciences Thèse présentée à la Faculté des arts et des sciences en vue de l‘obtention du grade de Philosophiæ Doctor (Ph. D.) en études cinématographiques Août 2011 © Dominic Arsenault, 2011 Library and Archives Bibliothèque et Canada Archives Canada Published Heritage Direction du Branch Patrimoine de l'édition 395 Wellington Street 395, rue Wellington Ottawa ON K1A 0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre référence ISBN: 978-0-494-77980-4 Our file Notre référence ISBN: 978-0-494-77980-4 NOTICE: AVIS: The author has granted a non- L'auteur a accordé une licence non exclusive exclusive license allowing Library and permettant à la Bibliothèque et Archives Archives Canada to reproduce, Canada de reproduire, publier, archiver, publish, archive, preserve, conserve, sauvegarder, conserver, transmettre au public communicate to the public by par télécommunication ou par l'Internet, prêter, telecommunication or on the Internet, distribuer et vendre des thèses partout dans le loan, distrbute and sell theses monde, à des fins commerciales ou autres, sur worldwide, for commercial or non- support microforme, papier, électronique et/ou commercial purposes, in microform, autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriété du droit d'auteur ownership and moral rights in this et des droits moraux qui protege cette thèse. Ni thesis. Neither the thesis nor la thèse ni des extraits substantiels de celle-ci substantial extracts from it may be ne doivent être imprimés ou autrement printed or otherwise reproduced reproduits sans son autorisation. without the author's permission. In compliance with the Canadian Conformément à la loi canadienne sur la Privacy Act some supporting forms protection de la vie privée, quelques may have been removed from this formulaires secondaires ont été enlevés de thesis. cette thèse. While these forms may be included Bien que ces formulaires aient inclus dans in the document page count, their la pagination, il n'y aura aucun contenu removal does not represent any loss manquant. of content from the thesis. i Résumé Cette thèse examine en profondeur la nature et l‘application du concept de genre en jeu vidéo. Elle se divise en trois parties. La première fait l‘inventaire des théories des genres en littérature et en études cinématographiques. Les propriétés essentielles du genre comme concept sont identifiées : il s‘agit d‘une catégorisation intuitive et irraisonnée, de nature discursive, qui découle d‘un consensus culturel commun plutôt que de systèmes théoriques, et qui repose sur les notions de tradition, d‘innovation et d‘hybridité. Dans la deuxième partie, ces constats sont appliqués au cas du genre vidéoludique. Quelques typologies sont décortiquées pour montrer l‘impossibilité d‘une classification autoritaire. Un modèle du développement des genres est avancé, lequel s‘appuie sur trois modalités : l‘imitation, la réitération et l‘innovation. Par l‘examen de l‘histoire du genre du first-person shooter, la conception traditionnelle du genre vidéoludique basée sur des mécanismes formels est remplacée par une nouvelle définition centrée sur l‘expérience du joueur. La troisième partie développe l‘expérience comme concept théorique et la place au centre d‘une nouvelle conception du genre, la pragmatique des effets génériques. Dans cette optique, tout objet est une suite d‘amorces génériques, d‘effets en puissance qui peuvent se réaliser pourvu que le joueur dispose des compétences génériques nécessaires pour les reconnaître. Cette nouvelle approche est démontrée à travers une étude approfondie d‘un Université de Montréal Faculté des études supérieures et postdoctorales Cette thèse intitulée : Des typologies mécaniques à l‘expérience esthétique : fonctions et mutations du genre dans le jeu vidéo Présentée par : Dominic Arsenault a été évaluée par un jury composé des personnes suivantes : Olivier Asselin, président-rapporteur Bernard Perron, directeur de recherche Samuel Archibald, membre du jury Renée Bourassa, examinatrice externe Sébastien Roy, représentant du doyen de la FES ii genre vidéoludique : le survival horror. Cette étude de cas témoigne de l‘applicabilité plus large de la pragmatique des effets génériques, et de la récursivité des questions de genre entre le jeu vidéo, la littérature et le cinéma. Mots-clés : Jeux vidéo, genres littéraires, genres cinématographiques, théorie des genres, expérience, études vidéoludiques, sémio-pragmatique, réception, innovation, esthétique. iii Abstract This thesis provides an in-depth examination of the nature and application of the concept of genre for the video game. It is divided in three parts. Part one features an overview of genre theory in literature and film studies. The essential properties of genre as a concept are identified: it is an intuitive and ―thumbnail‖ classification method, discursive rather than systemic in nature, and that owes its existence to a common cultural consensus rather than theoretical divisions. More importantly, the notions of tradition, innovation and hybridity are found to be central to genre. In part two, these findings are applied to the case of video game genre. A few typologies are examined to show that authoritative classifications are impossible. A model of the development of genres is laid out, based on three modalities: imitation, reiteration and innovation. By studying the history of the first-person shooter, the traditional conception of genre being based on formal mechanics is replaced by a new definition centered on player experience. Part three details experience as a theoretical concept and places it at the center of a new conception of genre, the pragmatics of generic effects. In this view, any object is a matrix of generic anchors bound to become generic effects, provided the player possesses the generic competences required to recognize them. This new approach is demonstrated through an examination of the survival-horror videogame genre. This case study showcases iv the potential of the pragmatics of generic effects for other fields, and provides a testimony for the recursion of the questions of genre between the video game, literature, and film. Keywords: Video games, literary genres, film genres, genre theory, experience, game studies, semio-pragmatics, reception, innovation, aesthetics v Table des matières Introduction .......................................................................................................................... 13 1. Problématique .............................................................................................................. 13 2. La question de genre dans les études du jeu vidéo....................................................... 16 3. Étendue et méthode ...................................................................................................... 18 3.1. Ce que cette thèse n‘est pas ................................................................................... 20 4. La thèse ........................................................................................................................ 22 Partie I : Les théories des genres Chapitre 1. Définitions et frontières du genre comme concept. ........................................... 30 1.1. Différents sens pour différentes disciplines .............................................................. 31 1.2. Genres, modes, types, styles, etc. .............................................................................. 37 1.3. Le nivelage générique ............................................................................................... 41 1.4. La Grande Illusion..................................................................................................... 47 1.5. Conclusion ................................................................................................................ 51 Chapitre 2. Histoires du genre : les traditions génériques. ................................................... 53 2.1. Les genres littéraires : la Belle et la Fiction .............................................................. 55 2.1.1. D‘Aristote au XIXième siècle .............................................................................. 55 2.1.2. Le siècle des sous-genres ................................................................................... 62 2.1.3. Les leçons des genres littéraires ......................................................................... 66 2.2. Le genre cinématographique ..................................................................................... 68 2.2.1. Genres ou médias? ............................................................................................. 73 vi 2.3. Conclusion des traditions génériques ........................................................................ 82 Chapitre 3. La pratique du genre et l‘hybridité générique. .................................................. 85 3.1. Le consensus culturel comme processus ................................................................... 87 3.2. Analyse générique et seuils ....................................................................................... 93 3.3. Hybridité inter- et intra-dimensionnelle .................................................................... 96 3.4.
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