Hovig Ter Minassian's research while affiliated with University of Tours and other places

Publications (69)

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Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely o...
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Au sein des game studies anglophones, l’apparition d’un sous-champ dédié aux game production studies est relativement récente. Elle traduit la montée de préoccupations scientifiques liées à la nécessité de comprendre un secteur des industries culturelles et créatives en pleine transformation, en particulier le développement des plateformes numériqu...
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Does happiness lie in Indie ? The so-called “independent” sphere of video game creation has undergone continuous growth for several years now. Based on a survey of the trajectories of video game workers, we show that they have numerous and varied motives for resorting to alternatives to work in major studios (freelance, various statuses of self-emp...
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By exploring emotions at play in video game experiences, we sought to analyze how people interact with digital spaces in everyday life. Taking a somewhat different view than much of the literature in the field of video game studies, we examined emotions that were created from users’ experience of games, rather than focusing on game design and gamep...
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The generalization of games as a product and cultural practice is covering a wide heterogeneity of production, consumption and uses. The purpose of this piece is to explain how space and territories are a reading key for the understanding of play phenomena in all their diversity. Our theoretical proposal is to distinguish the spatialities in the sp...
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“Space invaders”: playing video games at home Video games are today a major cultural practice, present in many parts of society. Nevertheless, we still lack precise studies on the place they occupy in everyday life. A study of the various publics and practices of video games, based upon a questionnaire by phone and semi-structured interviews, shows...
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With their commoditization, digital equipments can be used today as analyzers of the transformations of the daily rhythmicities and relations to space and time. By analyzing the territorialisation of video games practices, we study how they mingle in all places and times of everday life, thus contributing to routines. Original statistical data allo...
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Playing videogames in France. Social geography of a cultural practice.—Geographical approaches to leisure and cultural practices are often restricted to sports and outdoor activities. They do not address the micro-scale of individual homes. In our study of the environment and the practice of video gaming in a national population, we aim to shed new...
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Unfinished and Planning Policy Often condemned as the icons of the failure of an economic or political model, or as the visual traces of fraud and corruption, unfinished urban planning projects can also support artistic or symbolical reappropriations. Those initiatives show that the unfinished is not the end but a transitory state in the history of...
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This contribution presents a research work in progress based on the analysis of video recordings of people playing at videogames. The screen and the players are both recorded, and then the two video records are synchronised. This methodology allows observing precisely the immersive potential of videogame practices, according to the socio-spatial co...
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The study of gamers and their actual practices still remains marginalized in theGame Studies academic literature. At an international level, studies and surveyshave tended to spotlight the most spectacular and committed practices. As a result,large segments of gaming practices have long been neglected, introducing strongbiases at the expense of les...
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Il y a encore vingt ans en France, jouer à des jeux vidéo passait au mieux pour une activité exotique, au pire pour une activité futile, apanage des jeunes adolescents mal dans leur peau. Depuis, les jeux vidéo sont devenus un objet culturel majeur. Ils touchent un public de plus en plus large, sont présents sur des supports variés, du micro-ordina...
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Petit article journalistique sur géographie et jeu vidéo paru dans Libération
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Explorer les confins de la galaxie, des donjons sinistres ou des pays enchantés, vivre au temps des croisades ou rejouer l’issue de la guerre froide, bâtir des villes ou des empires millénaires… au point d’en oublier parfois sa famille, la fatigue ou la faim. Tout jeu vidéo est une invitation au voyage. Les jeux vidéo sont des univers dans lesquels...
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Video games allow complex systems modelling, revealing retroaction loops, replicating self-organization and the emergence of hierarchical organization, functional differentiation and social segregation through multi-level interactions. Recent trends focus on improving modelling tools’ graphic quality and interface attractiveness and on using video...
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Publication à l'issue de la journée d'étude "Analyser la patrimonialisation des espaces urbains", 25 novembre 2010, UMR CITERES (7324) équipe CoST.
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For some years, initiatives favouring the constitution of a “video game heritage” have increased in France. They have born from the growing concern of different political or economical actors, and of players’ associations in favour of the patrimonialization of video games. This paper aims to analyze the logics and the strategies underlying this pro...
Book
Au début des années 1980, le centre ancien de Barcelone (qui correspond au district de " Ciutat Vella ") présente tous les aspects d'un quartier historique et populaire au tissu urbain dégradé, à l'exception des quartiers plus bourgeois situés le long de la Via Laietana. Il continue cependant à jouer un rôle particulier dans les fonctions récréativ...
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Energy consumption in the buildings is responsible for more than 40% of France greenhouse gas emissions. Thus, the “thermal rehabilitation” of housing buildings, i.e. works to improve their energetic performance, appears as a great challenge for sustainable urban development. However, it faces the difficulty of conciliating heritage protection and...
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While video games have become a major cultural practice, we still know little about the diversity of the video game audience and their practices. The need to identify the main issues of the reticularization of the video game practice territories, and to overcome normative debates on violence and addiction, requires a multidisciplinary approach, at...
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Energy consumption in the buildings is responsible for more than 40% of France greenhouse gas emissions. Thus, the "thermal rehabilitation" of housing buildings, i.e. works to improve their energetic performance, appears as a great challenge for sustainable urban development. However, it faces the difficulty of conciliating heritage protection and...
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Full-text available
Depuis la Seconde Guerre mondiale, les outils numériques, informatiques et de communication ont pris une place prépondérante dans les conflits*. Désormais, les moyens de pression des différents acteurs s'expriment aussi bien sur le champ de bataille que dans le cyberespace*. Le cyberespace peut être l'enjeu d'un conflit portant sur un marché ou sur...
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Finding one's way through video games: how to study the spatial representations and practices of video game players - While video games have become a major cultural practice, we still know little about the diversity of the video game audiences and their practices. Identifying the main issues in the reticularization of the territories in which video...
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The old city-centre of Barcelona (which corresponds to the district of “Ciutat Vella”) has been the subject, since the beginning of the 1980s, of a public rehabilitation policy which was particularly vigorous. It has led or supported the emergence of multiple processes of valorisation and devaluation, and sometimes contradictory with the expectatio...
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The Rehabilitation of the Old Centre of Barcelona: Discourses and Represen-tations by the Public Authorities (1980-2008) The old centre of Barcelona has been, since the beginning of the 1980’s, the object of a public urban rehabilitation policy which has contributed largely to the structuring and the promotion of a Barcelonese model of urban interv...
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The article questions the contributions and the limits of an analysis of the urban landscape, on the mode of the photographic itinerary, in the comprehension of the various forms of gentrification of the old center of Barcelona. The first part points out the landscape issues of the public rehabilitation policy which sought to revalorize the image o...
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The article presents socio-demographic changes in the old centre of Barcelona (or district of “Ciutat Vella”) between 1991 and 2005. By adopting simultaneously quantitative (multivariate statistical analyses) and qualitative (semi-structured interviews) methods, it highlights the multiplicity of the processes at work, ranging from gentrification, t...
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After the board games, video games are adapted, used for teaching and continuous formation. The present analysis of two game series, Sim City and Civilization, shows that video games available in the trade have triple interest for the geographer, as geographical objects, pedagogical and modelling tools. But if the video games appear as powerful too...
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Hovig Ter Minassian, The landscape of gentrification in Barcelona This article examines the way in which the urban landscape makes it possible to apprehend the phenomenon of gentrification. Pointing to the scarcity of Spanish studies on issues of gentrification and drawing on a corpus of photographs of Ciutat Vella, i.e. the medieval and pre-19th c...

Citations

... Pour faire de la recherche sur les jeux vidéo, il faut jouer (Aarseth 2003, Lammes 2007, Trémel 2007, Berry 2009, Rufat et Ter Minassian 2011b. Pour Sybille Lammes, le chercheur qui joue doit être dans une posture similaire à l'observation participante : il se prête au jeu tout en maintenant sa réflexivité de chercheur sur sa propre pratique (2007). ...
... For these narratives, the map flattens play rather than expands upon it; play, therefore, cannot be meaningfully represented through traversals of physical geography alone (if at all). The "mental mapping" of an interactive narrative from a player's perspective is unlikely to be grounded in geography, as one study analyzing a player's own video game mapping suggests [22]. Furthermore, the making of a map may be crucial to the building of a world, but it is even further from the designer's experience of charting, or the structural design, an interactive narrative. ...
... Le logiciel RennesCraft est définit comme un dispositif expérimental de co-conception et de reproduction de l'espace urbain (Triclot et François, 2020) au moyen de représentations vidéoludiques (Berry et al., 2011). Développé par l'association 3HitCombo, il croise technologies numériques et urbanisme en offrant à ses utilisateurs la possibilité d'explorer, en réalité virtuelle, la ville de Rennes (Chauvet, 2019 C'est une expérimentation participative qui relève de l'innovation numérique (Triclot et François, 2020). ...
... The results of a national, representative survey of video practices in France sheds light on the marginality of online games. The Ludespace survey was carried out by phone in 2011 on a representative sample (obtained through quota sampling) of the French population aged 11 and above 8 (Rufat, Ter Minassian, & Coavoux, 2015). People were asked whether they had played any video game from a series of game genres during the past 12 months. ...
... e jeux vidéo. Car ces derniers nous invitent à observer la manière dont l'articulation technique et affective serait non pas réduite à des routines opératoires et à des contacts corporels appauvris, mais permettrait au contraire l'émergence, dans des situations d'action partagées, d'une sensibilité virtuelle rompue aux contacts et aux empiètements . Manuel Boutet et al. (2014), dans une étude des pratiques vidéoludiques 29 , soulèvent un point remarquable à l'observation d'un groupe de jeunes gens à l'occasion d'une séquence de jeu en réseau. Les chercheurs distinguent en effet des « profils rythmiques » témoignant de degrés d'investissement divers, où à des épisodes de forte implication succèdent des instant ...
... L'intérêt pour le jeu vidéo historique et ses effets sur l'apprentissage de l'histoire s'est accru récemment, comme en témoigne la publication de livres exclusivement consacrés à ce thème (Chapman, 2016;Kapell et Elliott, 2013;Kee, 2014;McCall, 2011;Rufat et Minassian, 2012). Cela n'est pas surprenant considérant le nombre de jeux vidéo à thème historique, variant du jeu de tir à la première personne, en passant par les jeux de simulation et de stratégie, mais aussi les jeux d'aventure. ...
... Older adults seem to play mostly on their own, in their homes and often at fixed hours for a fixed amount of time (Quandt et al. 2009). Overall, the 2008 Ludespace study estimates that one-third of people over 60 years had played video games at least once in 2012 in France (Berry et al. 2013). ...
... Les témoignages précédents mettent en évidence que la pratique des jeux vidéo chez ces seniors engagent largement des aspects psychologiques tels que l'estime de soi, la motivation d'accomplissement, autrement dit des facteurs entretenant la sociabilité de ces personnes, et par conséquent leur bien-être psychique. Effectivement, il a été montré que les jeux vidéo constituent un lien social positif qui pourrait se développer également par un soutien social hors ligne, et favoriserait ainsi les contacts extérieurs entre individus (Trepte, Reinecke et Juechems, 2012 ;Rufat, Ter Minassian & Coavoux, 2014). ...
... In fact, those buildings are aging rapidly, since built or rebuilt around the 19 th century (Jordan, 2004;Keegan et al., 2017), presenting nowadays a very poor state of conservation and several pathologies adversely affect their main structure. Besides, the regulations regarding structural and fire safety, thermal and sound insulation (Ter Minassian, 2011), among others, have changed since those buildings were built, therefore an upgrade is necessary to meet the new standards. ...
... According to these objectives, the rehabilitation of the old constructions in Sidi Bel Abbès, whose buildings of XIXth and XXth centuries of the city, falls under a territorial logic of readjustment of the inheritance built in the energy and climatic conditions of the 21st century. Same manner, this rehabilitation of old constructions in Sidi Bel Abbès, in order to make them energetically efficient, is one of the priorities after the transport and the lighting of the city The architects and engineers in charge of work of rehabilitation had, however, according to their experiments of grounds, to on a case-by-case basis follow the thermal rehabilitation of the building (Hovig.T.M.,2011). ...