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Journal ArticleDOI

Les jeux et les hommes

01 Jan 1960-Vol. 34, Iss: 4, pp 374
About: The article was published on 1960-01-01. It has received 382 citations till now.
Citations
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01 Jan 2007
TL;DR: The real nature of these bricks is studied, especially the link they seem to have with two types of game rules: the rules that allow the player to "manipulate" the elements of the game and the rules defining the "goal" of thegame.
Abstract: This paper is part of an experimental approach aimed to raise a videogames classification. Being inspired by the methodology that Propp[3] used for the classification of Russian fairy tales, we have cleared out recurrent diagrams within rules of videogames, named "Game Bricks". The combinations of these different bricks will allow us to represent a classification, in accordance to their rules, of all the videogames. In this article we will study the real nature of these bricks, especially the link they seem to have with two types of game rules: the rules that allow the player to "manipulate" the elements of the game and the rules defining the "goal" of the game. We will then study the relation between these bricks and the gameplay. These questions will help us to propose an hypothesis about the nature of gameplay.

6 citations


Cites methods from "Les jeux et les hommes"

  • ...Referring to the works of Roger Caillois [9], Frasca then suggests the two following definitions: Paidea is "Prodigality of physical or mental activity which has no immediate useful objective, nor defined objective, and whose only reason to be is based in the pleasure experimented by the player"....

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  • ...Reading the works of Gonzalo Frasca [8], we have found a very interesting chapter about the fact that there seem to be two kinds of “applications empirically labelled videogames”: those who offer an objective to accomplish, and those who don't. Referring to the works of Roger Caillois [9], Frasca then suggests the two following definitions: Paidea is "Prodigality of physical or mental activity which has no immediate useful objective, nor defined objective, and whose only reason to be is based in the pleasure experimented by the player"....

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Journal ArticleDOI
TL;DR: In this article, the perspective of Roger Caillois beyond the relative more influential Les Jeux et les Hommes for Game Studies and then put the use of his theories to the test.
Abstract: The article aims to problematize the perspective of Roger Caillois beyond the relative more influential Les Jeux et les Hommes for Game Studies and then put the use of his theories to the test. By ...

6 citations


Cites background or methods from "Les jeux et les hommes"

  • ...Les Jeux et les Hommes....

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  • ...Indeed, in Game Studies the mentions of Les Jeux et les Hommes often do not take into account the historical context and Caillois’s other (and even more central) works (Mesch, 2011; Parikka, 2011) with the risk to stage a partial misunderstanding....

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  • ...His segmentation of play in agon, alea, mimicry, and ilinx forms (Caillois, 1958) was recalled by several scholars in uncovering ludic phenomena and providing a first systematization of the related dynamics (e.g., Henricks, 2011, pp. 157– 158; Salen & Zimmerman, 2003, pp. 307–309)....

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  • ...The aim of this article is to contribute to scholarship by considering Caillois’s thinking beyond Les Jeux et les Hommes (Caillois, 1958)....

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  • ...Finally, games (Caillois, 1958) evoke a disjunctive order that is a defense against the standardization of nonludic settings....

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Dissertation
01 Jan 2002
TL;DR: In this paper, a study of sport de combat and arts martiaux in Francaise is presented, with respect to the role of judo, education, and education physique.
Abstract: Les sports de combat et arts martiaux sont toujours presentes comme educatifs et restent peu pratiques en education physique. Pourtant on peut considerer que les sports de combat appartiennent au patrimoine de l'humanite et que depuis la Revolution Francaise, les activites physiques de combat ont ete regulierement inscrites dans les programmes officiels d'enseignement de l'EPS. L'etude de ces activites au moyen d'enquetes (1188 questionnaires analyses avec une application que nous avons realisee), d'analyses de discours d'experts et d'articles (21 etudes) et d'analyses de resumes de communication (212 etudes), precise le positionnement des differents "acteurs" (judokas, eleves, etudiants, enseignants) du judo, des sports de combat et de l'education physique. Les resultats montrent que le judo n'est pas reductible au savoir combattre, et que le cote "multiforme" comprenant les finalites educatives, les combats sans enjeu, mais aussi les approches techniques, la self-defense doit etre mis en avant de facon a degager des strategies de progres pour tous, apprenants et enseignants.

6 citations

Proceedings ArticleDOI
07 Oct 2008
TL;DR: These tests show that the notion of space is not enough to characterize and organize pervasive games and that four main anthropological features have to be taken into consideration: the concrete city (physical organisation), the imaginary city (narratives), the functional city (services) and the city events.
Abstract: In this paper, we describe a pervasive treasure hunting game: "Team exploration" based on the Transhumance ad hoc wifi platform. The testers of this game came up with innovative suggestions that combined the technical features of the platform with their urban experience. They pointed to specific aspects of urban mobility that influence pervasive game design and contribute to the user's pleasure. These tests show that the notion of space (geometrical organization) is not enough to characterize and organize pervasive games and that four main anthropological features have to be taken into consideration: the concrete city (physical organisation), the imaginary city (narratives), the functional city (services) and the city events. These diverse aspects and qualifications of urban experience provide an interesting framework for the understanding of pervasive game experimentations, as well as point to new directions in pervasive game design. Our paper advocates that further anthropological observations are part of the pervasive game design methodology.

6 citations


Cites background from "Les jeux et les hommes"

  • ...“Team Exploration” oscillated between two types of play as defined by the anthropologist of play, Roger Caillois [4]....

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  • ...Team Exploration oscillated between two types of play as defined by the anthropologist of play, Roger Caillois [4]....

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Book ChapterDOI
01 Jan 1972
TL;DR: A sport is a non-representative, competitive activity in interaction with other persons as discussed by the authors, and it carries with it intrinsic and extrinsic rewards (material and/or social) which determine where a specific sport activity is located.
Abstract: Sport is a non-representative, competitive activity in interaction with other persons. It is primarily based on physical skill. It carries with it intrinsic and extrinsic rewards. The amount of extrinsic rewards (material and/or social) determines where, on a continuum between play and work, a specific sport activity is located.

6 citations