Documents found

  1. 104.

    Noël-Gaudreault, Monique and Leroux, Ginette

    La culture et la langue

    Article published in Québec français (cultural, collection Érudit)

    Issue 146, 2007

    Digital publication year: 2010

  2. 106.

    Article published in 24 images (cultural, collection Érudit)

    Issue 192, 2019

    Digital publication year: 2019

  3. 107.

    Article published in 24 images (cultural, collection Érudit)

    Issue 195, 2020

    Digital publication year: 2020

  4. 108.

    Ferraris, Nathalie

    Jocelyn Boisvert

    Article published in Lurelu (cultural, collection Érudit)

    Volume 44, Issue 3, 2022

    Digital publication year: 2022

  5. 109.

    Vaillancourt, Julie

    Petite maman

    Article published in Séquences : la revue de cinéma (cultural, collection Érudit)

    Issue 331, 2022

    Digital publication year: 2022

  6. 110.

    Article published in Mémoires du livre (scholarly, collection Érudit)

    Volume 5, Issue 2, 2014

    Digital publication year: 2014

    More information

    Contemporary media, video games in particular, regularly display various traditional representations of books and reading. In this paper, we analyze three video games based on their references to books to see if these representations are developed in only an illustrative way or, alternatively, in a critical and creative manner. As a corollary, we ask to what extent their gameplay depends on their representations of the book that they develop. In Myst (1993), non-playing characters regularly appear imprisoned on the pages of books containing full fantasy worlds that the player is invited to explore: the game therefore closely follows the theme of, and achieves the image of, the “book as world,” as well as the very notion of fictional immersion. In Eric Viennot's L'Album secret de l'oncle Ernest (1998), players encounter a simulated book, as magical as it is mechanical, on whose pages they can freely move, handle and assemble most of the items that are presented to them: the reference to a travel or a private diary then goes beyond the primary pretext in order to lay the foundations of the gaming experience. More recently, Sony's Book of Spells (2012), set in Harry Potter's universe, provokes genuine amazement due to its augmented reality component, but the references to the book as well as the game's mechanics lack inventiveness.