Personnages vidéoludiques, construction et dislocation de l’identité dans la littérature contemporaine
Video game characters are used as protagonists in contemporary literature to allow the authors to raise the issue of individual and social identities in today’s world, where virtual communications are more and more important. On one hand, video game is only a pretext for some authors of youth litera...
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| Format: | Article |
| Language: | fra |
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Université Gustave Eiffel
2017-11-01
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| Series: | ReS Futurae |
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| Online Access: | https://journals.openedition.org/resf/1117 |
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| _version_ | 1849415299921608704 |
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| author | Hélène Sellier |
| author_facet | Hélène Sellier |
| author_sort | Hélène Sellier |
| collection | DOAJ |
| description | Video game characters are used as protagonists in contemporary literature to allow the authors to raise the issue of individual and social identities in today’s world, where virtual communications are more and more important. On one hand, video game is only a pretext for some authors of youth literature to talk about how identity is constructed and why we need to respect each other’s differences. On the other hand, some contemporary authors represent video game characters to question the positive or negative influence virtual worlds have on the identity by linking it to immersion and identification. |
| format | Article |
| id | doaj-art-39a78d926a324d43bed2c19331abd317 |
| institution | Kabale University |
| issn | 2264-6949 |
| language | fra |
| publishDate | 2017-11-01 |
| publisher | Université Gustave Eiffel |
| record_format | Article |
| series | ReS Futurae |
| spelling | doaj-art-39a78d926a324d43bed2c19331abd3172025-08-20T03:33:35ZfraUniversité Gustave EiffelReS Futurae2264-69492017-11-011010.4000/resf.1117Personnages vidéoludiques, construction et dislocation de l’identité dans la littérature contemporaineHélène SellierVideo game characters are used as protagonists in contemporary literature to allow the authors to raise the issue of individual and social identities in today’s world, where virtual communications are more and more important. On one hand, video game is only a pretext for some authors of youth literature to talk about how identity is constructed and why we need to respect each other’s differences. On the other hand, some contemporary authors represent video game characters to question the positive or negative influence virtual worlds have on the identity by linking it to immersion and identification.https://journals.openedition.org/resf/1117computer sciencedigital identityidentificationyouth literatureautofictionPratchett (Terry) |
| spellingShingle | Hélène Sellier Personnages vidéoludiques, construction et dislocation de l’identité dans la littérature contemporaine ReS Futurae computer science digital identity identification youth literature autofiction Pratchett (Terry) |
| title | Personnages vidéoludiques, construction et dislocation de l’identité dans la littérature contemporaine |
| title_full | Personnages vidéoludiques, construction et dislocation de l’identité dans la littérature contemporaine |
| title_fullStr | Personnages vidéoludiques, construction et dislocation de l’identité dans la littérature contemporaine |
| title_full_unstemmed | Personnages vidéoludiques, construction et dislocation de l’identité dans la littérature contemporaine |
| title_short | Personnages vidéoludiques, construction et dislocation de l’identité dans la littérature contemporaine |
| title_sort | personnages videoludiques construction et dislocation de l identite dans la litterature contemporaine |
| topic | computer science digital identity identification youth literature autofiction Pratchett (Terry) |
| url | https://journals.openedition.org/resf/1117 |
| work_keys_str_mv | AT helenesellier personnagesvideoludiquesconstructionetdislocationdelidentitedanslalitteraturecontemporaine |