scispace - formally typeset
Search or ask a question
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
More filters
Journal ArticleDOI
17 Jan 2011
TL;DR: The authors distingue deux formes d'approches du jeu for bien comprendre la specificite du Jeu lorsqu'il est etudie sous l'angle des nouvelles perspectives.
Abstract: Cet article distingue deux formes d’approches du jeu pour bien comprendre la specificite du jeu lorsqu’il est etudie sous l’angle des nouvelles perspectives. Cette facon de considerer le jeu nous aidera a exposer ce qu’est la fonction de jeu en discutant de ses limites et de la liberte ludique. Cette liberte ludique creee par des regles nous permettra de mettre en lumiere les liens entre le jeu et l’interpretation pour finalement montrer en quoi le jeu est un producteur culturel et non pas seulement un produit issu de la culture.

1 citations

Journal ArticleDOI
11 Sep 2014
TL;DR: In this article, le schema de classification elabore a didactheque de l'Universite du Quebec en Outaouais (UQO), campus de Saint-Jerome, for faciliter l'acces a sa collection of jeux, jouets and materiel didactique.
Abstract: Cet article presente le schema de classification elabore a la didactheque de l’Universite du Quebec en Outaouais (UQO), campus de Saint-Jerome, pour faciliter l’acces a sa collection de jeux, jouets et materiel didactique. La demarche ayant mene a l’elaboration du schema est decrite. Le schema de classification est fortement inspire du systeme ESAR, adapte pour les besoins d’une didactheque en milieu universitaire, et dont nous examinons les avantages et inconvenients. La structure d’organisation de la collection de jeux a la didactheque de l’UQO est analysee pour demontrer qu’elle repond aux criteres de qualite et d’efficacite generalement attendus d’un schema de classification.

1 citations

01 Jan 2019
TL;DR: The concept of game usability and existing research on usability methods for game development are reviewed as well as a proposed set of usable usability heuristics as a practical, developer-oriented tool to be used during the game development process.
Abstract: Human Computer Interaction (HCI) research has provided many processes and methods for ensuring good usability during software development. The importance of usability in games has been acknowledged. However, there is a lack of research examining usability activities during actual game development and the suitability of different usability methods for different phases of game development. Game development industry, although growing fast and already including certain large and successful companies, consists of a huge number of small-to-medium-sized enterprises and start-ups. For these companies, practical, developer-oriented tools for ensuring game usability are needed, as these companies do not have resources for hiring usability specialists for taking care of usability. This paper reviews the concept of game usability and existing research on usability methods for game development as well as proposes of set of usable usability heuristics as a practical, developer-oriented tool to be used during the game development process.

1 citations


Cites background from "Les jeux et les hommes"

  • ...Game must have the following characteristics: light-hearted character, circumscribed in time and place, outcome is unforeseeable, non-productiveness, rule-based and awareness of a different reality [7]....

    [...]

DOI
28 Feb 2011
TL;DR: In this article, the authors surveyed 878 adolescents, a representative sample of youth from Southern France, and evaluated their motives for playing a sport by the QSMP2001, a validated instrument that measures the distinctiveiveness, the socability, and the play to the limits dimensions.
Abstract: The image of sports figures has become an important issue for media and communication research. Nevertheless, even if several studies in the literature focus on the idea of stardom in sports, most of them concern athletes who are well-appreciated by their fans. Rare are the studies dealing with sports figures who are depreciated. This research demonstrates the strong influence of fans' ideal self-images and motives for playing a sport on the evaluative reaction toward these icons. The researchers surveyed 878 adolescents, a representative sample of youth from Southern France. Their motives for playing a sport were evaluated by the QSMP2001, a validated instrument that measures the “distinctiveness”, the “sociability” and the “play to the limits” dimensions. Qualifying variables included age, gender and status. Results indicate that depreciated sports figures are disparaged because they do not adhere to the fans’ ideal self-images. This paper could inform marketers as they make decisions about product endorsement by sports superstars. Key words: Stardom, celebrities, sports figures, preferences, motivation.

1 citations

Book ChapterDOI
14 Dec 2017
TL;DR: A “Roulette++” system is proposed, which further enhances the excitement by using a flat dish shape with several holes so that the ball makes complex movements such as bouncing off a hole.
Abstract: Roulette is a popular lottery device. After a ball is placed into a disk of roulette, it decides the result based on the hole of the disk in which the ball enters. Because the ball keeps rotating for a while, it is possible to raise the anticipation of the players from the time the ball is inserted until the result is determined. We propose a “Roulette++” system, which further enhances the excitement by using a flat dish shape with several holes so that the ball makes complex movements such as bouncing off a hole. It also tracks the movement of the ball with a camera and provides visual and auditory effects based on the movement. In this way, the physical device can arouse the players’ excitement while ensuring randomness.

1 citations