Games and players in the electronic age. Tools for analysing the use of video games by adults and children

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1996

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MESR

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Copyright PERSEE 2003-2023. Works reproduced on the PERSEE website are protected by the general rules of the Code of Intellectual Property. For strictly private, scientific or teaching purposes excluding all commercial use, reproduction and communication to the public of this document is permitted on condition that its origin and copyright are clearly mentionned.



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Jean-Paul Lafrance et al., « Games and players in the electronic age. Tools for analysing the use of video games by adults and children », Réseaux. Communication - Technologie - Société, ID : 10.3406/reso.1996.3316


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Summary: This paper outlines the history of video games, from the Atari generation through Nintendo and Sega to interactive multimedia and hyper-reality. After considering a number of methodological questions, it suggests three different approaches for analysing the habits and behaviour of young players. It then discusses the new generation of adult games and the networks of virtual communities they have spawned on the Internet. The conclusion considers the influence of media games on other sectors of the culture industry.

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