Abstracts
Résumé
Jusqu’à maintenant, les politologues intéressés à l’étude des jeux vidéo ont dépendu des écoles narratives et ludologiques, qui les ont amalgamés aux médiums visuels. Ces études portent surtout sur la construction d’une représentation virtuelle et vertueuse de la guerre, même si des recherches – extérieures aux sciences sociales – démontrent toute une panoplie d’effets physiques et psychologiques associés à la pratique de ces jeux. Dans cet article, nous proposons de revenir sur les liens entre l’Armée américaine et les jeux vidéo de tir à la première personne (FPS), d’abord par l’approche narrato-ludologique reconnue, puis en proposant d’élargir ce cadre théorique par l’approche cybernétique.
Abstract
Political scientists interested in videogames have until now largely depended on two main theoretical frameworks: narratology and ludology. These frameworks, inspired by film studies, have helped to make sense of the messages contained in videogames, and how they fit in the construction of a virtual and virtuous image of war. But researchers outside of social sciences have revealed numerous physical and psychological effects associated with those games, with important political implications. After reviewing the existing literature on the links between the Pentagon and first-person-shooter (FPS) games, we propose to widen that study through the use of the cybernetic approach.
Appendices
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