Book chapters and papers
Dor, Simon [to be published in 2013]. "Emulation"; "Strategy", The Routledge Companion to Video Game Studies (M. J. P. Wolf and B. Perron, eds.), Routledge, New York.
Perron, Bernard [to be published in 2013]. "L’attitude de Jacques Henriot", Sciences du jeu.org, No. 1.
Picard, Martin [to be published in 2013]. "Levels", The Routledge Companion to Video Game Studies (M. J. P. Wolf and B. Perron, eds.), Routledge, New York.
Picard, Martin [to be published in 2013]. "The Formation of a GLocal Industry: A Brief History of Japanese Video Games", Mechademia 9: Origins (F. Lunning and T. LaMarre, eds.), Minneapolis, Minnesota University Press.
Therrien, Carl [to be published in 2013]. "From the deceptively simple to the pleasurably complex. The rise of the cooperative address in video game design", The Handbook of Digital Games (H. Agius and M. Angelides, eds.), IEEE Press.
Therrien, Carl [to be published in 2013]. "Immersion", The Routledge Companion to Video Game Studies (M. J. P. Wolf and B. Perron, eds.), Routledge, New York.
Therrien, Carl [to be published in 2013]. "Interface", The Johns Hopkins Guide to Digital Media and Textuality (L. Emerson, M.-L. Ryan and B. Robertson, eds.), The John Hopkins University Press.
Arsenault, Dominic [to be published in 2012]. "Qui est-je? Autour de quelques stratégies vidéoludiques de design de personnage pour gérer l’actantialité ludo-narrative du joueur et son immersion fictionnelle", Performeurs, avatars et personnages virtuels : entre performativité et effets de présence (R. Bourassa and L. Poissant, eds.), Presses de l'Université du Québec, Ste-Foy.
Therrien, Carl [to be published in 2012]. "La présence vidéoludique : de l’illusion à la projection dans l’ecosystème affectif de la fiction", Agents, avatars et personnages virtuels : entre effets de présence et performativité (L. Poissant and R. Bourassa, eds.), Les éditions de l’Université du Québec à Montréal, Montréal.
Arsenault, Dominic [2012]. 1) "Nintendo Entertainment System" ; 2) "Super Nintendo Entertainment System", Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming (M. J.P. Wolf, ed.), Greenwood, Santa Barbara, CA.
Dor, Simon [2012]. 1) "Cartridges" ; 2) "Emulators" ; 3) "Multiple Arcade Machines Emulator (MAME)" ; et 4) "StarCraft", Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming (M. J.P. Wolf, ed.), Greenwood, Santa Barbara, CA. [PDF: Cartridges (p. 92-93) / Emulators (p. 192-194) / MAME (p. 423-425) / StarCraft (p. 624-626)]
Perron, Bernard [2012]. 1) "Roger Caillois", 2) "Joahn Huizinga", 3) "Interactive Movies", 4) "Magic Circle", and 5) "Survival Horror", Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming (M. J.P. Wolf, ed.), Greenwood, Santa Barbara, CA.
Perron, Bernard and Guillaume Roux-Girard [2012]. "Entre synchronisation et action: son et violence dans les jeux vidéo d'horreur", Figures de violence (R. Bégin, B. Perron and L. Roy, eds.), L’Harmattan, Paris.
Picard, Martin [2012]. 1) "Japan" ; 2) "Art and video games" ; 3) "I, Robot", Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming (sous la direction de M. J. P. Wolf), Greenwood, Santa Barbara, CA.
Roux-Girard, Guillaume [2012]. 1) "Sound" ; 2) "Metal Gear Series", Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming (M. J. P. Wolf, ed.), Greenwood, Santa Barbara, CA.
Therrien, Carl [2012]. 1) "Graphics", 2) "Interfaces", 3) "CD-ROM games", 4) "Pause function", 5) "The 3DO Multiplayer", 6) "Videotopia", 7) "The PC Engine / Turbograf-16", Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming (M. J. P. Wolf, ed.), Greenwood, Santa Barbara, CA.
Therrien, Carl [2012]. "Video Games Caught Up In History. Accessibility, Teleological Distortion and Other Methodological Issues", Before the Crash: Early Video Game History (M. J. P. Wolf, ed.), Detroit: Wayne State University Press, p. 9-29.
Dor, Simon [2011]. "De la stratégie et de la tactique. La ruse dans les jeux de stratégie en temps réel", La ruse. Entre la règle et la triche (C. Perraton and M. Bonenfant, eds.), Presses de l’Université du Québec, Montréal, p. 113-130.
Roux-Girard, Guillaume [2011]. "Listening to Fear: A Study of Sound in Horror Computer Games", Game Sound Technology and Player Interaction: Concepts and Developments (M. Grimshaw, ed.), IGI Global, Hershey (P.A), p. 192-212.
Therrien, Carl [2011]. "‘To get help, please press X’. The rise of the assistance paradigm in video game design". Conference Paper from DIGRA Think Design Play, Utrecht School of the Arts, Netherlands.
Arsenault, Dominic [2010]. "Introduction à la pragmatique des effets génériques : l’horreur dans tous ses états", Loading... Journal of the Canadian Game Studies
Association, Simon Fraser University, vol. 4, no 6. [online]
Perron, Bernard [2010]. "Le lecteur de théorie du jeu vidéo", Questions de communication. Le jeu vidéo, au croisement du social, de l'art et de la culture (S. Craipeau, S. Genvo. and B. Simonnot, eds.), Série actes 8, Presses Universitaires de Nancy, june, p. 15-26. [PDF]
Perron, Bernard, Dominic Arsenault, Martin Picard, Guillaume Roux-Girard and Carl
Therrien [2010]. "Special Issue - Thinking After Dark: Welcome to the World of
Horror Video Games", Loading... Journal of the Canadian Game Studies
Association, Simon Fraser University, vol. 4, no 6. [online]
Arsenault, Dominic [2009]. "Video Game Genre, Evolution and Innovation", Eludamos. Journal for Computer Game Culture, Vol. 3, No. 2, p. 149-176. [online]
This paper provides a critical overview of the notion of genre in game studies and in the video game industry. Using the concept of genre requires one to acknowledge the recent developments of genre theory in other fields of research; one such development is the contestation of the idea of generic evolution. After a comparative analysis, video game genres are found to differ from literary and film genres precisely on the basis of evolution. The technological imperatives that characterize video game production are also pinpointed as relevant to the establishment and development of video game genres. Evolution is linked to the processes of innovation, and so a model of innovation is laid out from a compare-and-contrast approach to literary and film genre innovation. This model is tested through the history and analysis of the First-Person Shooter genre. This results in new insights for the question of genre in video games, as it is established that genre is rooted not in game mechanics, but in game aesthetics; that is, play-experiences that share a phenomenological and pragmatic quality, regardless of their technical implementation.
Perron, Bernard and Carl Therrien [2009], "Da Spacewar! a Gears of War, o comme l’immagine videoludica è devintata più cinematografica", bianco e nero, No 564, May-August, p. 40-50. [pre-publication PDF (French)]
Perron, Bernard [2009]. "The Survival Horror: the Extended Body Genre", Horror Video Games: Essays on the Fusion of Fear and Play (B. Perron, ed.), McFarland, Jefferson (N.C), p. 121-143.
Picard, Martin [2009]. "Haunting Backgrounds: Intermediality and Transnationality in Japanese Survival Horror Games", Horror Video Games: Essays on the Fusion of Fear and Play (B. Perron, ed.), McFarland, Jefferson (N.C), p. 95-120.
Roux-Girard, Guillaume [2009]. "Plunged Into Darkness: Evolution in the Staging of Fear in the Alone in the Dark Series", Horror Video Games: Essays on the Fusion of Fear and Play (B. Perron, ed.), McFarland, Jefferson (N.C), p. 145-167.
Therrien, Carl [2009]. "Games of Fear. A Multi-Faceted Historical Account of the Horror Genre in Video Games", Horror Video Games: Essays on the Fusion of Fear and Play (B. Perron, ed.), McFarland, Jefferson (N.C), p. 26-45.
Therrien, Carl [2009]. "Making Sense in Ludic Worlds. The Idealization of Immersive Postures in Movies and Video Games", DIGRA Conference Paper. Breaking New Ground: Innovation in Games, Play, Practice and Theory, West London, Brunel University. [online]
Arsenault, Dominic and Bernard Perron [2008]. "In the Frame of the Magic Cycle: The Circle(s) of Gameplay", The Video Game Theory Reader 2 (B. Perron and M. J.P. Wolf, eds.), Routledge, New York, p. 109-131.
Arsenault, Dominic [2008]. "Narratology", The Video Game Theory Reader 2 (B. Perron & M. J.P. Wolf, eds.), Routledge, New York, p. 369-370.
Perron, Bernard et Mark J.P. Wolf [2008]. "Appendix – Video Games Through Theories and Discipline: Medecine", The Video Game Theory Reader 2 (sous la direction de B. Perron et M. J.P. Wolf), Routledge, New York, p. 306-307.
Picard, Martin [2008]. "Art/Aesthetics in Video Games", The Video Game Theory Reader 2 (B. Perron & M. J.P. Wolf, eds.), Routledge, New York, p. 333-334.
Roux-Girard, Guillaume [2008]. "Film Studies", The Video Game Theory Reader 2 (B. Perron & M. J.P. Wolf, eds.), Routledge, New York, p. 349-350.
Therrien, Carl [2008]. "Reception Studies", The Video Game Theory Reader 2 (B. Perron & M. J.P. Wolf, eds.), Routledge, New York, p. 380-381.
Arsenault, Dominic [2008]. "Guitar Hero: Not Like Playing Guitar At All?", Loading... Journal of the Canadian Game Studies Association, Simon Fraser University, Vol. 1, No. 2. [online]
This paper examines the Guitar Hero franchise's ‘simulational’ fidelity in respect to actual guitar-playing. This relationship is often overlooked by many who claim that the game is “not like playing guitar at all”. While there are some significant differences between Guitar Hero and guitar playing, the author takes an in-depth look at the game's controller and interface to argue that these differences are not as important as they may first seem. This paper will argue that game does not perfectly simulate any one dimension of music and guitar playing because it takes another approach toward simulation, favoring breadth over depth. This investigation herein results in a distinction being made between two simulation models for games.
Arsenault, Dominic [2008]. "Paysages 8-bit. Musicalité et spatialité dans le jeu vidéo des années 1985-1990", Inter, art actuel (Quebec city), Espaces sonores, No. 98, winter, p. 9-12.
Arsenault, Dominic et Martin Picard [2008]. "Le jeu vidéo entre dépendance et plaisir immersif: les trois formes d'immersion vidéoludique". Actes de colloque. HomoLudens. Le jeu vidéo: un phénomène social massivement pratiqué. Congrès de l'ACFAS. [en ligne] [PDF]
Arsenault, Dominic [2008]. 1) "Company Profile :
Nintendo" ; 2) "System Profile : The Nintendo Entertainment System (NES)" ; 3) "System Profile : Sony PlayStation" ; 4) "The Video Game as an Object
of Controversy", The Video Game Explosion: A History from Pong to PlayStation and Beyond, Mark J.P. Wolf (ed.), Greenwood Press, Wesport, Conn. [pre-publication PDF: Nintendo (p. 113-114) / NES (p. 109-114) / PlayStation (p. 177-182) / Controversy (p. 277-281)]
Picard, Martin [2008]. "Video Games and Their Relationship with Other Media", The Video Game Explosion: A History from Pong to PlayStation and Beyond, Mark J.P. Wolf (ed.), Greenwood Press, Wesport, Conn.
Therrien, Carl [2008]. "Graphics in Video Games", The Video Game Explosion: A History from Pong to PlayStation and Beyond, Mark J.P. Wolf (ed.), Greenwood Press, Wesport, Conn, p. 239-250. [pre-publication PDF]
Perron, Bernard [2007]. "Présentation. L’entre-jeux : médiations ludiques", Intermédialités (Montreal), Jouer, Bernard Perron (ed.), No. 9, spring, p. 9-13.
Arsenault, Dominic [2006]. "En eaux troubles : lumière sur l'immersion", dire. La recherche à votre portée, Université de Montréal, Montréal, Vol. 16, No. 1, autumn 2006, p. 46-49. [PDF]
Arsenault, Dominic and Bernard Perron [2006]. "L'empire vidéoludique : comment les jeux vidéo ont conquis l'univers de Star Wars", Décadrages 8-9. Dossier : Le monde de Star Wars, Alain Boillat (ed.), Lausanne, Autumn 2006, p. 98-105. [PDF]
Perron, Bernard [2006]. "The Heuristic Circle of Gameplay : the Case of Survival Horror", Medi@terra 2006 Conference Proceedings, Athens, p. 62-71. [PDF]
Based on a previous analysis of the
cognitive interactivity of movie viewing, this paper examines the
circularity at the core of the gameplay experience. Taking the survival
horror genre, and more particularly the game Cold Fear, as a case
study, it describes the activity as a heuristic circle. If playing a
videogame is stepping into a magic circle as Huizinga phrased it, it is
also engaging in a magic cycle of questions and answers, of analysis
and implementation, of input and output.
Perron, Bernard [2006]. "Jeu vidéo et émotions", Le game design de jeux vidéo. Approches de l'expression vidéoludique, Sébastien Genvo (ed.), Éditions L'Harmattan, Paris, p. 347-366. [PDF]
Therrien, Carl [2006]. "L'appel de la simulation. Deux approches de la conception vidéoludique", Le game design de jeux vidéo. Approches de l'expression vidéoludique, Sébastien Genvo (ed.), Éditions L'Harmattan, Paris, p. 175-194. [PDF]
Arsenault, Dominic [2005]. "Abstract of Dynamic Range : When Game Design and Narratives Unite", DIGRA 2005 International Conference, Simon Fraser University, Vancouver. [online] [PDF]
As the clash between Game and
Narrative rages on, many attempts to unite the two make their way. As
heir of this tradition of reconciliation, the Dynamic Range is a tool
brought forth to examine how different game systems can give freedom to
the players. In its present state, I am going to use it as a compass to
pinpoint the close relationship between game design and narratives, and
perhaps understand how such a union can be successful.
Arsenault, Dominic [2005]. "Dark Waters : Spotlight on Immersion", Game On North America 2005 International Conference Proceedings, Eurosis-ETI, Ghent, p. 50-52. [PDF]
This paper combines several
empirical studies and some theoretical research to shed some light on
the dark, undefined waters in which we plunge when we are "immersed".
Immersion, across all media, comes in three different types and in
three different degrees, and can be hindered by barriers, such as
inaccessibility, or favored by fuel, such as using one's imagination.
The resulting model of immersion can be applied to experiences formed
by any type of media object, but is particularly relevant to video
games.
Arsenault, Dominic [2005]. "Dynamic Range : measuring player
freedom and its narrative possibilities in resource-driven games", 5th Symposium on Art and Multimedia : Metanarrative(s)?, Universidad de Barcelona, Barcelona. [online] [PDF]
This paper proposes a tool and
methodology for measuring the degree of freedom given to a player in
any resource-driven game (that is, any game in which managing resources
is an integral part of the gameplay). This concept, which I call the
Dynamic Range, can be used namely to evaluate a given game system's
potential for developing emergent narratives, as defined by Henry
Jenkins in his publication Game Design as Narrative Architecture. While
Jenkins places at the heart of the creation of narratives the concept
of spatiality, I will argue that narratives can be triggered just as
well by a game's very system - the rules that govern that which Janet
Murray calls the participatory.
PERRON, Bernard [2005]. "A Cognitive Psychological Approach to Gameplay Emotions", DIGRA 2005 International Conference, Simon Fraser University, Vancouver. [online] [PDF]
Although emotions elicited by the
fictional world or the artefact play a part in story-driven video
games, they are certainly not the focus of the experience. From a
cognitive psychological perspective, this paper studies the appraisal
and action dimensions of emotions arising from gameplay. As it relies
on cognitive film theories about popular narrative movies, it also
revisits their conceptual sources in order to better reflect on the
specificity of those gameplay emotions.
Perron, Bernard [2005]. "Coming to Play at Frightening Yourself : Welcome to the World of Horror Games", Aesthetics of Play. A Conference on Computer Game Aesthetics, University of Bergen, Bergen. [online] [PDF]
From Haunted House (Atari, 1981) to Alone in the Dark (I-Motion Inc. & Infogrames/Interplay, 1992) , and from Phantasmagoria (Sierra, 1995) to Resident Evil 4
(Capcom, 2005), this paper will study how horror video games scare or
rather, how it prompts us the frighten ourselves. Inevitably, it will
be impossible to ignore the remediation of the cinematic aesthetic and
tricks. While those links are important, it is what the interactivity
brings to the genre that will be examined. Because a dark alley, a door
slightly opened, a freaky noise in the distance or the actual
one-to-one confrontation with a monster are not only fictional horror
signs, they are above all cues to act, to gain or lose control. For
instance, the flickering lights and thunderclaps of Haunted House or the flashlight device in Silent Hill
(Konami, 1990) not only create a spooky atmosphere, it precisely
constraints the field of vision of the gamer in order to give him even
more a sense of insecurity. The same thing can be said about the
framing in Resident Evil . As the startle effect is as
effective in games than in movies, it is trigged by the movement of the
gamer in the former. The active coping potentials of the gamer is
therefore at the core of the horror or terror experience. Not to
mention the forewarning system that I have studied before (COSIGN
2004), i t is then relevant to examine devices such as the Panic Meter
of Clock Tower 3 (Capcom, 2003) that sees the avatar act
increasingly erratically as it rises, to the point where she is not
responding to commands anymore, or the Sanity Meter of Eternal Darkness: Sanity's Requiem
(Silicon Knights/Nintendo, 2002) which, once it falls very low, makes
weird things happened to your avatars, game-world, and television set
and console.
Perron, Bernard [2004]. "Sign of a Threat : The Effects of Warning Systems
in Survival Horror Games", COSIGN 2004 Proceedings, Art Academy,
University of Split, p. 132-141. [online] [PDF]
This paper studies the way survival horror games are designed to frighten
and scare the gamer. Comparing video games and movies, the experiential state
of the gamer and that of the spectator, as well as the shock of surprise and
tension of suspense, it focuses on the effects of forewarning on the emotional
responses to survival horror games.
Perron, Bernard and Mark J.P. Wolf [2003]. "Introduction", The
Video Game Theory Reader, B. Perron and Mark J.P.
Wolf (eds.), Routledge, New York, 2003, p. 1-24. [PDF]
Perron, Bernard [2002]. "Un
regard ludique sur
la ville. Se perdre
dans le Los Angeles
futuriste du jeu vidéo
Blade Runner", Cahiers
du Gerse,
Du cinéma et
des restes urbains
prise 3, No 4, winter,
p. 39-52. [online] [PDF]
Blade Runner (1982) est devenu un film-culte à cause de sa
représentation futuriste de Los Angeles en 2019. Cela fait évidemment
de l'oeuvre de Ridley Scott un paradigme idéal pour réfléchir
sur les rapports entre la ville et le cinéma. Mais Blade Runner
nous permet peut-être de se pencher davantage sur ces restes urbains
qui ont fait l'objet du Colloque de Montréal sur le nouvel art de voir
la ville et de faire le cinéma. Car si Los Angeles est devenue la matière
même du film, le film est devenu à son tour la texture d'un jeu
vidéo en 3D (Studios Westwood, 1997). À travers des notions
telles que l'hyperréalité, l'espace virtuel, la navigation,
l'immersion et l'interactivité, l'étude comparée du film
et du jeu vidéo montre comment l'écran de ce dernier transforme
le regard que nous avons sur la ville.
Therrien, Carl [2002]. "La liberté en trop - jeu vidéo et narration", Artifice, Dossier : L'esthétique de la dépression en art contemporain.[online]
Therrien, Carl [2002]. "Présence, reconnaissance et immersion interactive
dans la fiction", Artifice,
Dossier : Cinéma, jeu, jeux vidéo : contaminations. [online]
Therrien, Carl [2001]. "Polémique déguisée #1 : le
jeu vidéo tuera-t-il le cinéma?", Artifice.
[online]