Le producteur de jeux vidéo comme interface. Un exemple d’application de la narratologie de Greimas à l’analyse de la production de jeux video
The production process inside project groups of video game developer remains understudied despite the growing academic literature on creative industries and especially video game industries. How highly specialized workers communicate to reach common ground during the video game production process ?...
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Université du Québec à Montréal
2009-01-01
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Online Access: | http://journals.openedition.org/communiquer/326 |
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doaj-4bf6e0c4c3334f968fa739123a583c232020-11-24T20:41:38ZengUniversité du Québec à MontréalCommuniquer 2368-95872009-01-01111112610.4000/communiquer.326Le producteur de jeux vidéo comme interface. Un exemple d’application de la narratologie de Greimas à l’analyse de la production de jeux video Damien CharrierasThe production process inside project groups of video game developer remains understudied despite the growing academic literature on creative industries and especially video game industries. How highly specialized workers communicate to reach common ground during the video game production process ? The theory of narrativity developped by A. Greimas (a theory sometimes used in organizational communication research) will enable us to describe a metanarrative crafted by a producer of video game. We’ll show how his metanarrative encompasses the diverse narratives of his colleagues in a video game production project team (mainly designers, programmers, artists). This reveals soft creativity management devices and enables to temper the art vs. money dichotomy. Despite its ambiguity, the metanarrative of the producer favours certain kinds of video game production processes over others.http://journals.openedition.org/communiquer/326project teaminterprofessional communicationorganizational communicationnarratologyGreimasvideo games |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Damien Charrieras |
spellingShingle |
Damien Charrieras Le producteur de jeux vidéo comme interface. Un exemple d’application de la narratologie de Greimas à l’analyse de la production de jeux video Communiquer project team interprofessional communication organizational communication narratology Greimas video games |
author_facet |
Damien Charrieras |
author_sort |
Damien Charrieras |
title |
Le producteur de jeux vidéo comme interface. Un exemple d’application de la narratologie de Greimas à l’analyse de la production de jeux video |
title_short |
Le producteur de jeux vidéo comme interface. Un exemple d’application de la narratologie de Greimas à l’analyse de la production de jeux video |
title_full |
Le producteur de jeux vidéo comme interface. Un exemple d’application de la narratologie de Greimas à l’analyse de la production de jeux video |
title_fullStr |
Le producteur de jeux vidéo comme interface. Un exemple d’application de la narratologie de Greimas à l’analyse de la production de jeux video |
title_full_unstemmed |
Le producteur de jeux vidéo comme interface. Un exemple d’application de la narratologie de Greimas à l’analyse de la production de jeux video |
title_sort |
le producteur de jeux vidéo comme interface. un exemple d’application de la narratologie de greimas à l’analyse de la production de jeux video |
publisher |
Université du Québec à Montréal |
series |
Communiquer |
issn |
2368-9587 |
publishDate |
2009-01-01 |
description |
The production process inside project groups of video game developer remains understudied despite the growing academic literature on creative industries and especially video game industries. How highly specialized workers communicate to reach common ground during the video game production process ? The theory of narrativity developped by A. Greimas (a theory sometimes used in organizational communication research) will enable us to describe a metanarrative crafted by a producer of video game. We’ll show how his metanarrative encompasses the diverse narratives of his colleagues in a video game production project team (mainly designers, programmers, artists). This reveals soft creativity management devices and enables to temper the art vs. money dichotomy. Despite its ambiguity, the metanarrative of the producer favours certain kinds of video game production processes over others. |
topic |
project team interprofessional communication organizational communication narratology Greimas video games |
url |
http://journals.openedition.org/communiquer/326 |
work_keys_str_mv |
AT damiencharrieras leproducteurdejeuxvideocommeinterfaceunexempledapplicationdelanarratologiedegreimasalanalysedelaproductiondejeuxvideo |
_version_ |
1716824437742895104 |