Le corps du joueur et l’écran traversé : récurrences et circulation d’un motif.

This article aims to identify and to interpret a recurring topos regarding the relationships between the video game player and the screen : screen crossing. By “screen crossing” I mean representations which feature screens crossed in one way or the other, by the player or by the game’s diegetic figu...

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Main Author: Sonny Walbrou
Format: Article
Language:fra
Published: Université de Limoges 2018-12-01
Series:ReS Futurae
Subjects:
Online Access:https://journals.openedition.org/resf/1970
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author Sonny Walbrou
author_facet Sonny Walbrou
author_sort Sonny Walbrou
collection DOAJ
description This article aims to identify and to interpret a recurring topos regarding the relationships between the video game player and the screen : screen crossing. By “screen crossing” I mean representations which feature screens crossed in one way or the other, by the player or by the game’s diegetic figures. The identification of this topos first goes with the tracking of its appearances as well as its variations as soon as the early 1980’s, within the illustrations in video game press, in advertisements, in movies, or in cartoon books. Regarding its interpretation, the works of Scott Bukatman and Vivian Sobchack about science-fiction allow us to think of the screen crossing in the terms of a decentered subjectivity, of a subject projected into the machine. Then the mistreated body of the player, as represented in many ads and cartoons, appears to be the correlate of the individual caught into the lines of the program, submitted to the visual and attentional logics of the machine. In this way, as depicted in numerous ads, the gaming situation is explicitly labeled as “action” and the player is thus often commanded to react. The video game player appears in close proximity with what Georges Vigarello has called an “informational body”, that is, the individual’s capacity to react and to adapt to the screen’s flow of information. The screen crossing topos betrays a confused situation, one of a body which is neither truly in front of the screen nor truly within it. From the representations and the discourses, such a situation is inherent to transformations regarding the screen, and leads us to think in a different way about the notions of immersion and interactivity.
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spelling doaj-art-79fab4fe3909406bbf6deb0742c586532025-01-06T10:42:30ZfraUniversité de LimogesReS Futurae2264-69492018-12-011210.4000/resf.1970Le corps du joueur et l’écran traversé : récurrences et circulation d’un motif.Sonny WalbrouThis article aims to identify and to interpret a recurring topos regarding the relationships between the video game player and the screen : screen crossing. By “screen crossing” I mean representations which feature screens crossed in one way or the other, by the player or by the game’s diegetic figures. The identification of this topos first goes with the tracking of its appearances as well as its variations as soon as the early 1980’s, within the illustrations in video game press, in advertisements, in movies, or in cartoon books. Regarding its interpretation, the works of Scott Bukatman and Vivian Sobchack about science-fiction allow us to think of the screen crossing in the terms of a decentered subjectivity, of a subject projected into the machine. Then the mistreated body of the player, as represented in many ads and cartoons, appears to be the correlate of the individual caught into the lines of the program, submitted to the visual and attentional logics of the machine. In this way, as depicted in numerous ads, the gaming situation is explicitly labeled as “action” and the player is thus often commanded to react. The video game player appears in close proximity with what Georges Vigarello has called an “informational body”, that is, the individual’s capacity to react and to adapt to the screen’s flow of information. The screen crossing topos betrays a confused situation, one of a body which is neither truly in front of the screen nor truly within it. From the representations and the discourses, such a situation is inherent to transformations regarding the screen, and leads us to think in a different way about the notions of immersion and interactivity.https://journals.openedition.org/resf/1970video gamesbodyscreenplayerrecurrence
spellingShingle Sonny Walbrou
Le corps du joueur et l’écran traversé : récurrences et circulation d’un motif.
ReS Futurae
video games
body
screen
player
recurrence
title Le corps du joueur et l’écran traversé : récurrences et circulation d’un motif.
title_full Le corps du joueur et l’écran traversé : récurrences et circulation d’un motif.
title_fullStr Le corps du joueur et l’écran traversé : récurrences et circulation d’un motif.
title_full_unstemmed Le corps du joueur et l’écran traversé : récurrences et circulation d’un motif.
title_short Le corps du joueur et l’écran traversé : récurrences et circulation d’un motif.
title_sort le corps du joueur et l ecran traverse recurrences et circulation d un motif
topic video games
body
screen
player
recurrence
url https://journals.openedition.org/resf/1970
work_keys_str_mv AT sonnywalbrou lecorpsdujoueuretlecrantraverserecurrencesetcirculationdunmotif