Environnements immersifs : spectacle, avatars et corps virtuel, entre addiction et dialectique sociales

Hermès: La Revue Cognition, communication, politique 62 (1):, [ p.] (2012)
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Abstract

Les mondes virtuels sont issus des MMORPG, Massively Multiplayer Online Role-Playing Games qui sont eux-mêmes issus du monde du jeu vidéo. À ce titre, il existe une filiation « ludique » entre ces différents dispositifs. Les travaux de Steinkuehler suggèrent que les mécanismes de l’apprentissage générés par les jeux issus des mondes virtuels dépendent « certes de la nature du jeu mais aussi des pratiques sociales qu’ils engendrent ». Dans cette continuité, nous avons démontré dans nos travaux que ces environnements immersifs permettaient de créer du lien social et donnaient lieu à des formes de rites numériques entre sphère privée et publique. Dans cet article nous nous intéressons aux controverses des environnements immer- sifs en questionnant la place du corps virtuel au sein de ces dispositifs qui pourraient se situer selon nous, entre lieux de spectacle, de loisir et d’apprentissage médiatisé. Le cas des serious games sera évoqué à titre d’illustration.Virtual worlds started with the MMORPG who emerged from the video gaming world, thus indicating their play-related origins. Steinkuehler’s work suggests that the learning mechanisms triggered by games in the virtual world depend “on the nature of the game obviously, but also on the social practices they give rise to”. Continuing this line of study, our work shows that these immersive environments actually forge social ties and generate digital rites of various kinds between the public and private spheres. In this article, we explore the controversies around immersive environments through an investigation of the virtual body within these systems, which we believe function as venues partly for entertainment, partly for leisure and partly as mediated learning spaces. The case of “serious games” is discussed here as an illustration

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