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Le serious gaming, un outil de gouvernance contributive et participative du bien-être et de la santé : Le cas du game design des jeux vidéo chez les 14-17 ans, une réalité contrastée

Abstract : The Doctorate thesis entitled 'Serious gaming, a tool of contributive governance and participant of well-being and health. Game design in video games for the 14 to 17 years old, a contrasted reality' is a work which comes within the scope of science of the information and communication study field. This interdisciplinary research makes sure to use many concepts and theories attached to the field of game studies and cultural studies but also to the field of health promotion and public health.The media in general and video games more particularly are already the object of several works incriminating it. Therefore, in this study, these objects will be analyzed from an exonerating point of view. The point here is to understand how these information and communication technologies can in the end become a tool allowing to tip the scale of risks and benefits in favor of the well-being and health of its users. The case study at the very heart of this study-action focuses on an object which for a certain group age is still under institutional and epistemological polemics: video games for the 14 to 17 years old.The topic will be treated here in three different parts : A first part which will demonstrate how, at the crossroad of theories, concepts and models from a great variety of disciplines, the use of video games inscribes in contexts in favor of well-being and health ; a second one in which the study is built around an experimental communication approach ; the third part which, after reading the final results and their capacity to be applied in the current administrative and political context, allows to uncover the elements of the answer about this topic.At the end of this walk through, it actually appears that this topic, once skimmed from the simplistic correlations and cultural considerations, is indeed the object of an a traitement which does not consider the academic conclusions about the empowerment that the game design in particular and the use of video games in general are creating. Subsequently, if the serious gaming of the game design in video games builds itself like and efficient tool when it is used in a populational approach, the question of its capacity to be applied and of its effects in other contexts and/or in other digital or traditional media can be asked.
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Submitted on : Monday, July 13, 2020 - 10:01:25 AM
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Mélina Panagos. Le serious gaming, un outil de gouvernance contributive et participative du bien-être et de la santé : Le cas du game design des jeux vidéo chez les 14-17 ans, une réalité contrastée. Sciences de l'information et de la communication. Université Côte d'Azur, 2020. Français. ⟨NNT : 2020COAZ2001⟩. ⟨tel-02897873⟩

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