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Les jeux et les hommes : le masque et le vertige

01 Jan 1967-Iss: 184
About: The article was published on 1967-01-01 and is currently open access. It has received 171 citations till now.
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Dissertation
01 May 2001

167 citations


Cites background from "Les jeux et les hommes : le masque ..."

  • ...In his Les Jeux et les Hommes: le masque et le 6 vertige, Caillois (1967) defines four main categories of games....

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Journal ArticleDOI
TL;DR: Two possible solutions based on the integration and the interaction of games and learning scenarios are developed, based on 'pedagogical wrappers', where games are linked to e-learning flows but without interaction and communication.

107 citations


Cites methods from "Les jeux et les hommes : le masque ..."

  • ...A digital game is a game played in an electronic platform fulfilling the following features (Huizinga, 1971; Caillois, 1958; Wolf, 2003): a) It is a voluntary action, started and completed by the user as he wants; b) It is also imaginary, parallel to the real world, replicating a universe or an…...

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Journal ArticleDOI
01 May 2010-Futures
TL;DR: In this paper, the authors conceptualize trends as (socio-cultural) innovations, and they present a framework for identifying the invention aspect of a trend (i.e., "the new") which is based on the fact that “the new" results from a transgression of contextual boundaries.

71 citations


Cites methods from "Les jeux et les hommes : le masque ..."

  • ...Third, an analysis by Zarka [118] shows that skateboarding combines two aspects that, from the standpoint of the sociology of play [119], are mutually exclusive....

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Journal ArticleDOI
TL;DR: A pervasive treasure hunting game: “Team exploration” based on the Transhumance mobile ad-hoc network platform, which shows 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.
Abstract: In this paper, we describe a pervasive treasure hunting game: "Team exploration" based on the Transhumance mobile ad-hoc network 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 organization), the imaginary city (narratives), the functional city (services) and the city events. The multilayered urban experience is also defined by our schedules (including repetitive or exceptional events) and by our assessment of other users (the distance or proximity as they are felt). 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.

58 citations

Journal Article

57 citations