Critique internationale
Presses de Sc. Po.

I.S.B.N.9782724631241
228 pages

p. 73 à 90
doi: CRII.038.0073

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n° 38 2008/1

L’imaginaire politique des jeux vidéo

John Crowley
While most computer games are devoid of political con~tent, at least two gaming universes have an explicitly political character, namely strategy and quest games, which have an imaginary that lends itself to suggestive analysis. What is striking is that such games have almost no place for democracy. There are two sets of reasons, with rather different implica~tions. First genre, which connects digital universes to science fiction and heroic fantasy, the books and films of which provide the games with their background. Secondly, the issue of algorithmic structure. A digital game is neither a novel nor a film, not is it merely a game: the hardware and software that make it work subject it to certain constraints and shape its meaning. By taking seriously the imaginary and ludic power of certain antidemocratic forms, it is possible conversely to understand certain properties of the demo~cratic imaginary, specifically those that relate democracy to a realm of ennui where nothing “great” is possible.
• Effets de genre
• Effets de structure et d’algorithme
• Principes du jeu vécu de l’intérieur


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