{"id":22041,"date":"2021-12-21T14:29:12","date_gmt":"2021-12-21T13:29:12","guid":{"rendered":"https:\/\/www.sfsic.org\/?p=22041"},"modified":"2021-12-16T18:34:09","modified_gmt":"2021-12-16T17:34:09","slug":"formes-et-apports-du-jeu-pour-innover","status":"publish","type":"post","link":"https:\/\/www.sfsic.org\/en\/aac-publication\/formes-et-apports-du-jeu-pour-innover\/","title":{"rendered":"Formes et apports du jeu pour innover"},"content":{"rendered":"<p><!-- fxzn:singledetail --><\/p>\n<div class=\"zone zn-singledetail\" id=\"fxzn-singledetail-1\">\n<div class=\"zone-block zn-singledetail-block alignwide va-top\">\n<div class=\"row\">\n<div class=\"columns large-8 large-push-4\">\n<div class=\"zn-singledetail-metabox\">\n<div class=\"zn-singledetail-pubdate pubdate\">\n\t\t\t\t\t<span class=\"pubdate-txt\">Mis en ligne le<\/span><span class=\"doubledot\"><\/span> <time class=\"pubdate-time\" pubdate datetime=\"2021-12-21T14:29:12+01:00\">21 d\u00e9cembre 2021<\/time>\t\t\t\t<\/div>\n<div class=\"zn-singledetail-thematiques with-sep-comma\">\n<ul class=\"termslist termslist-thematique\">\n<li class=\"termslist-item termslist-title\"><span class=\"termslist-titletxt\">Th\u00e9matiques<\/span><span class=\"doubledot\"><\/span><\/li>\n<li class=\"termslist-item tax-thematique term-communication-organisations\"><a class=\"termslist-itemlink\" href=\"https:\/\/www.sfsic.org\/en\/thematiques\/communication-organizations-en\/\" title=\"Communication et organisations\"><span class=\"termslist-itemname\">Communication et organisations<\/span><\/a><\/li>\n<li class=\"termslist-item tax-thematique term-mediation-des-savoirs-education-et-formation\"><a class=\"termslist-itemlink\" href=\"https:\/\/www.sfsic.org\/en\/thematiques\/knowledge-mediation-education-and-training\/\" title=\"M\u00e9diation des savoirs, \u00e9ducation et formation\"><span class=\"termslist-itemname\">M\u00e9diation des savoirs, \u00e9ducation et formation<\/span><\/a><\/li>\n<li class=\"termslist-item tax-thematique term-numerique-strategies-dispositifs-et-usages\"><a class=\"termslist-itemlink\" href=\"https:\/\/www.sfsic.org\/en\/thematiques\/digital-strategies-devices-and-uses-en\/\" title=\"Num\u00e9rique : strat\u00e9gies, dispositifs et usages\"><span class=\"termslist-itemname\">Num\u00e9rique : strat\u00e9gies, dispositifs et usages<\/span><\/a><\/li>\n<\/ul><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<div class=\"row\">\n<div class=\"columns large-4\">\n<div class=\"zn-singledetail-sidebar bg-cornersquares\">\n<div class=\"zn-singledetail-infos\">\n<p class=\"zn-singledetail-reponse-date\">\n\t\t\t\t\t\t<span>R\u00e9ponse attendue pour le<\/span><span class=\"doubledot\"><\/span> <strong>15\/02\/2022<\/strong>\n\t\t\t\t\t<\/p>\n<p class=\"zn-singledetail-reponse-type\">\n\t\t\t\t\t<span>Type de r\u00e9ponse<\/span><span class=\"doubledot\"><\/span> <strong>R\u00e9sum\u00e9<\/strong>\n\t\t\t\t\t<\/p>\n<p class=\"zn-singledetail-type\">\n\t\t\t\t\t\t\t<span>Type de contribution attendue<\/span><span class=\"doubledot\"><\/span> <strong>Article<\/strong>\n\t\t\t\t\t<\/p>\n<p class=\"zn-singledetail-name\">\n\t\t\t\t\t\t\t<span>Nom de la publication<\/span><span class=\"doubledot\"><\/span> <strong>Technologie et Innovation<\/strong>\n\t\t\t\t\t<\/p>\n<p class=\"zn-singledetail-editor\">\n\t\t\t\t\t\t\t<span>\u00c9diteur<\/span><span class=\"doubledot\"><\/span> <strong>ISTE<\/strong>\n\t\t\t\t\t<\/p>\n<\/p><\/div>\n<div class=\"zn-singledetail-coordinators\">\n<h3 class=\"zn-singledetail-section-title\">Coordinateurs<\/h3>\n<ul class=\"zn-singledetail-coordinators-list\">\n<li class=\"zn-singledetail-coordinators-item\">\n\t\t\t\t\t\t\t<span>St\u00e9phane <\/span> <span>Goria<\/span>, <span>Universit\u00e9 de Lorraine, CREM<\/span>\t\t\t\t\t\t\t\t\t\t\t\t\t\t, <a class=\"zn-singledetail-coordinators-mail prettylink\" href=\"mailto:stephane.goria@univ-lorraine.fr\">stephane.goria@univ-lorraine.fr<\/a>\n\t\t\t\t\t\t\t\t\t\t\t\t\t<\/li>\n<\/ul><\/div>\n<div class=\"zn-singledetail-weblinks\">\n<h3 class=\"zn-singledetail-section-title\">Sites internet de r\u00e9f\u00e9rence<\/h3>\n<ul class=\"zn-singledetail-weblinks-list\">\n<li>\n\t\t\t\t\t\t\t<a class=\"prettylink chainlink\" href=\"https:\/\/www.openscience.fr\/Formes-et-apports-du-jeu-pour-innover\" title=\"Site de la revue\" target=\"_blank\" rel=\"noopener\">Site de la revue<\/a>\n\t\t\t\t\t\t<\/li>\n<\/ul><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<div class=\"columns large-8\">\n<div class=\"zn-singledetail-contentbox\">\n<div class=\"zn-singledetail-annonce wig-content\">\n<h2>Pr\u00e9sentation<\/h2>\n<p>Depuis leurs origines, certains jeux ont \u00e9t\u00e9 pens\u00e9s ou d\u00e9tourn\u00e9s pour atteindre des objectifs s\u00e9rieux. L\u2019apprentissage fut l\u2019une des premi\u00e8res activit\u00e9s b\u00e9n\u00e9ficiaires de ce type d\u2019approche, mais l\u2019innovation a pu aussi ponctuellement en tirer profit. Par exemple, les premiers tests d\u2019un changement d\u2019approche dans la guerre sur mer sont effectu\u00e9s par G. B. Rodney (lord et amiral britannique) \u00e0 partir d\u2019un jeu con\u00e7u par l\u2019\u00e9cossais J. Clerk. Jusqu\u2019alors, les escadres s\u2019affrontaient en formant des lignes parall\u00e8les, m\u00eame si en th\u00e9orie un syst\u00e8me pour briser la ligne (de file) ennemie avait \u00e9t\u00e9 envisag\u00e9. Le jeu de Clerk donna les moyens \u00e0 Rodney de tester ses man\u0153uvres sans cons\u00e9quence ni co\u00fbt avant d\u2019\u00eatre convaincu de leur int\u00e9r\u00eat. Il forma ensuite ses \u00e9quipages afin de les mettre \u00e0 l\u2019\u00e9preuve de la r\u00e9alit\u00e9 en cas de situation favorable. C\u2019est chose faite le 12 avril 1782 lors de la bataille des Saintes, durant laquelle il d\u00e9fait une flotte fran\u00e7aise au large des Antilles. Par la suite, cet amiral se fera le promoteur d\u2019une nouvelle \u00e9dition des r\u00e8gles de ce jeu (Clerk &amp; Rodney, 1827).<\/p>\n<p>Bien des ann\u00e9es plus tard, deux approches du jeu \u00e0 des fins s\u00e9rieuses \u00e9mergent. La premi\u00e8re d\u00e9tourne l\u2019activit\u00e9 de jeu (play), tandis que la seconde exploite d\u2019abord les possibilit\u00e9s offertes par la structure de jeu (game). Ainsi, peu apr\u00e8s la Premi\u00e8re Guerre mondiale, le sociologue et psychiatre J. L. Moreno propose \u00e0 des fins m\u00e9dicales une forme de jeu de r\u00f4les qu\u2019il nomme \u00ab&#160;th\u00e9\u00e2tre th\u00e9rapeutique&#160;\u00bb et qui rel\u00e8ve du psychodrame (Anzieu, 2004), c\u2019est-\u00e0- dire d\u2019une \u00ab&#160;repr\u00e9sentation th\u00e9\u00e2trale, sous la direction d&rsquo;un th\u00e9rapeute, d&rsquo;une sc\u00e8ne v\u00e9cue ou imaginaire, destin\u00e9e \u00e0 ext\u00e9rioriser les ressorts d&rsquo;un conflit que le sujet \u00bb1. Un autre emploi du jeu \u00e9merge apr\u00e8s la Seconde Guerre mondiale avec les premiers d\u00e9veloppements de l\u2019informatique. Des jeux dont le Morpion, le Jeu de N\u00eem, les Dames et les Echecs sont sollicit\u00e9s afin de perfectionner les algorithmes de l\u2019\u00e9poque. Ce type d\u2019approche est d\u2019ailleurs toujours en cours&#160;; seuls les jeux mobilis\u00e9s ont chang\u00e9 (Bouzy et al, 2020). Quelque temps plus tard, C. Abt (1970) d\u00e9finit le serious game comme un jeu con\u00e7u \u00e0 des fins utilitaires, mais c\u2019est au cours des ann\u00e9es 1990 que de nouvelles approches fond\u00e9es sur le jeu contribuent \u00e0 d\u2019importantes innovations non p\u00e9dagogiques. Au milieu de cette d\u00e9cennie des chercheurs de l\u2019International Institute for Management Development de Lausanne d\u00e9veloppe le LEGO\u00ae Serious Play\u00ae ou m\u00e9thode permettant de r\u00e9soudre des probl\u00e8mes en utilisant des briques en plastique comme des outils de m\u00e9diation et d\u2019explicitation de connaissances (Roos &amp; Victor, 2018). Dans un registre diff\u00e9rent, l\u2019arm\u00e9e am\u00e9ricaine cherche un moyen de recruter davantage et se tourne vers les jeux vid\u00e9o pour cr\u00e9er un jeu de tir \u00e0 la premi\u00e8re personne America\u2019s army qui est ensuite propos\u00e9 gratuitement en ligne. Ce jeu rencontre un succ\u00e8s si important qu\u2019il renouvelle grandement l\u2019int\u00e9r\u00eat des chercheurs et des entreprises pour les jeux s\u00e9rieux (Smith, 2009). Par la suite, durant les ann\u00e9es 2000 de tr\u00e8s nombreux jeux s\u00e9rieux sont d\u00e9velopp\u00e9s et diverses possibilit\u00e9s de d\u00e9tournements du jeu \u00e0 des fins d\u2019innovation sont envisag\u00e9es. Les jeux d\u2019innovation (innovation games) (Hohmann, 2006) et les jeux agiles (agile games) (Asghar et al, 2015) apparaissent alors, comme la ludification (gamification) ou emploi d\u2019\u00e9l\u00e9ments emprunt\u00e9s au design de jeu pour modifier et am\u00e9liorer des dispositifs non ludiques (Deterding et al, 2014). La ludification va d\u00e8s lors int\u00e9resser de tr\u00e8s nombreuses organisations et \u00eatre l\u2019objet de r\u00e9flexions sur l\u2019existence d\u2019un proc\u00e9d\u00e9 inverse (Goria, 2016) ou g\u00e9n\u00e9rer de vives critiques (Bogost, 2014). Cette notion est aussi \u00e0 l\u2019origine du d\u00e9veloppement de jeux \u00e0 but (games with\/for a purpose) qui ont permis de repenser la recherche m\u00e9dicale comme avec le jeu Foldit (Lafourcade et al, 2015). Durant cette p\u00e9riode, la fronti\u00e8re entre jeux ludiques et usages s\u00e9rieux commence \u00e0 se brouiller lorsque des jeux vont \u00eatre con\u00e7us pour divertir, mais pas seulement, comme c\u2019est le cas pour les jeux d\u2019interactions territoriales, exploitant la r\u00e9alit\u00e9 altern\u00e9e, des soci\u00e9t\u00e9s Niantic et Nintendo (Pokemon Go et Pikmin Bloom) (Thibault, 2019).<\/p>\n<p>L\u2019objectif de ce num\u00e9ro est de proposer une vision actualis\u00e9e, vari\u00e9e et pluridisciplinaire des approches mobilisant plus ou moins le jeu \u00e0 des fins d\u2019innovation. Il s\u2019agit d\u2019aborder les changements qui s\u2019op\u00e8rent via le jeu au sein de la soci\u00e9t\u00e9, des syst\u00e8mes et dispositifs d\u2019innovation, tout autant que les nouveaux paradigmes et questions qui \u00e9mergent \u00e0 partir de ces derniers.<\/p>\n<p>Les contributions attendues peuvent relever de la recherche fondamentale comme de l\u2019appliqu\u00e9e. \u00c0 titre indicatif, les propositions attendues pourront traiter&#160;:<\/p>\n<ul>\n<li>des contributions actuelles des formes plus ou moins inspir\u00e9es du jeu \u00e0 l\u2019innovation&#160;;<\/li>\n<li>des apports du jeu dans la cr\u00e9ation de nouveaux produits ou \u00e0 la gestion de crises&#160;;<\/li>\n<li>des jeux agiles et de leur int\u00e9gration aux processus de d\u00e9veloppement&#160;;<\/li>\n<li>de l\u2019int\u00e9r\u00eat du jeu pour accompagner l\u2019innovation verte et durable<\/li>\n<li>de la place du jeu dans les strat\u00e9gies ou les syst\u00e8mes d\u2019innovation&#160;;<\/li>\n<li>de la fa\u00e7on dont peuvent \u00eatre repens\u00e9s les territoires via le jeu&#160;;<\/li>\n<li>de la formation \u00e0 l\u2019innovation par le jeu.<\/li>\n<\/ul>\n<h3>Note<\/h3>\n<div class=\"page\" title=\"Page 1\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p>1 De\u0301finition issue du Larousse en ligne&#160;: <a href=\"https:\/\/www.larousse.fr\/dictionnaires\/francais\/psychodrame\/64830\">https:\/\/www.larousse.fr\/dictionnaires\/francais\/psychodrame\/64830<\/a><\/p>\n<\/div>\n<h3><\/h3>\n<h2>Bibliographie<\/h2>\n<div class=\"column\">\n<p>Abt, Clark 1970. Serious Games. New York&#160;: University Press Of America.<br \/>\nAnzieu, Didier 2004. \u00ab&#160;Le psychodrame selon Moreno&#160;\u00bb. In Didier Anzieu (dir.), Le psychodrame analytique chez l\u2019enfant et l\u2019adolescent. Paris&#160;: Presses Universitaires de France&#160;: 21-86.<\/p>\n<p>Asghar, Ammar, Abbasi, Aamna Shakeel, &amp; Ahsan, Ali 2015. \u00ab&#160;Exploring the possible usage of agile games in project teams\u2019 productivity&#160;\u00bb. Proceedings of the 2015 International Conference on Industrial Engineering and Operations Management, Dubai, United Arab Emirates (UAE), March 3 \u2013 5&#160;: 128-132. <a href=\"http:\/\/ieomsociety.org\/ieom_2015\/papers\/79.pdf\">http:\/\/ieomsociety.org\/ieom_2015\/papers\/79.pdf<\/a><\/p>\n<p>Bogost, Ian 2014. \u00ab&#160;Why gamification is bullshit&#160;\u00bb. In Steffen P. Walz &amp; Sebastian Deterding (dir.) The gameful world&#160;: Approaches, issues, applications, MIT Press&#160;: 65-79.<\/p>\n<p>Bouzy, Bruno, Cazenave, Tristan, Corruble, Vincent, &amp; Teytaud, Olivier 2020. \u00ab&#160;Artificial Intelligence for Games&#160;\u00bb. In Pierre Marquis, Odile Papini &amp; Henri Prade (dir.) A Guided Tour of Artificial Intelligence Research, II&#160;: AI Algorithms, Springer&#160;: 313-337.<\/p>\n<p>Clerk, John, &amp; Rodney, George Brydges. 1827. An essay on naval tactics, systematical and historical. With explanatory plates. In four parts, Adam Black, Edinburgh.<\/p>\n<p>Deterding, Sebastian, Dixon, Dan, Khaled, Rilla., &amp; Nacke, Lennart 2014. \u00ab&#160;Du game design au gamefulness&#160;: d\u00e9finir la gamification&#160;\u00bb. Sciences du jeu (2)&#160;: 1-19. <a href=\"https:\/\/doi.org\/10.4000\/sdj.287\">https:\/\/doi.org\/10.4000\/sdj.287<\/a><\/p>\n<p>Goria, St\u00e9phane 2016. \u00ab&#160;Les visualisations de donn\u00e9es inspir\u00e9es par le jeu et la conception par disengamement&#160;\u00bb. Les Cahiers du Num\u00e9rique 12(4)&#160;: 39-64. <a href=\"https:\/\/hal.archives- ouvertes.fr\/hal-02266835\">https:\/\/hal.archives- ouvertes.fr\/hal-02266835<\/a><\/p>\n<p>Hohmann, Luke (2006). Innovation games&#160;: creating breakthrough products through collaborative play. Pearson Education.<\/p>\n<p>Lafourcade, Mathieu, Le Brun, Nathalie, &amp; Joubert, Alain 2015. Jeux et intelligence collective&#160;: r\u00e9solution de probl\u00e8mes et acquisition de donn\u00e9es sur le web. London&#160;: ISTE Group.<\/p>\n<p>Roos, Johan, &amp; Victor, Bart Irwin 2018. \u00ab&#160;How it all began&#160;: the origins of LEGO\u00ae serious Play\u00ae&#160;\u00bb. International Journal of Management and Applied Research 5(4)&#160;: 326-343. <a href=\"https:\/\/www.strategicplay.com\/upload\/documents\/how-it-all-began-the-origins-of-lego--- s.pdf\">https:\/\/www.strategicplay.com\/upload\/documents\/how-it-all-began-the-origins-of-lego&#8212; s.pdf<\/a><\/p>\n<p>Smith, Roger Dean 2009. Military Simulation &amp; Serious Games&#160;: where we came from and where we are going, Modelbenders Press.<br \/>\nThibault, Mattia 2019. \u00ab&#160;Towards a typology of urban gamification&#160;\u00bb. Proceedings of the 52nd Hawaii International Conference on System Sciences, Grand Wailea, Hawaii, January 8 \u2013 11&#160;: 1476-1585. <a href=\"https:\/\/pdfs.semanticscholar.org\/1ae3\/53a6720bc0bd09ed9354f4d00214622e2f4d.pdf\">https:\/\/pdfs.semanticscholar.org\/1ae3\/53a6720bc0bd09ed9354f4d00214622e2f4d.pdf<\/a><\/p>\n<h2>Calendrier et normes de composition<\/h2>\n<h3>Calendrier&#160;:<\/h3>\n<ul>\n<li>Soumission des r\u00e9sum\u00e9s (1,5 page + bibliographie)&#160;: 15\/02\/2022<\/li>\n<li>Soumission des textes complets&#160;: 15\/06\/2022<\/li>\n<li>Acceptation finale&#160;: 15 octobre 2020<\/li>\n<li>Parution&#160;: fin 2022<\/li>\n<\/ul>\n<h3>R\u00e9sum\u00e9s et articles \u00e0 envoyer \u00e0&#160;:<\/h3>\n<p>St\u00e9phane GORIA, Universit\u00e9 de Lorraine, CREM, stephane.goria@univ-lorraine.fr<\/p>\n<\/div>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<\/div>\n<\/div><\/div>\n<div class=\"zn-singledetail-keywords\">\n<h3 class=\"zn-singledetail-section-title\">Mots-cl\u00e9s<\/h3>\n<ul class=\"termslist termslist-post_tag\">\n<li class=\"termslist-item termslist-title\"><span class=\"termslist-titletxt\">Mots-cl\u00e9s<\/span><span class=\"doubledot\"><\/span><\/li>\n<li class=\"termslist-item tax-post_tag term-innovation\"><a class=\"termslist-itemlink\" href=\"https:\/\/www.sfsic.org\/en\/tag\/innovation-en\/\" title=\"Innovation\"><span class=\"termslist-itemname\">Innovation<\/span><\/a><\/li>\n<li class=\"termslist-item tax-post_tag term-jeu\"><a class=\"termslist-itemlink\" href=\"https:\/\/www.sfsic.org\/en\/tag\/game\/\" title=\"Jeu\"><span class=\"termslist-itemname\">Jeu<\/span><\/a><\/li>\n<\/ul><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/div>\n<p><!-- \/fxzn:singledetail --><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Mis en ligne le 21 d\u00e9cembre 2021 Th\u00e9matiques Communication et organisations M\u00e9diation des savoirs, \u00e9ducation et formation Num\u00e9rique : strat\u00e9gies, dispositifs et usages R\u00e9ponse attendue pour le 15\/02\/2022 Type de [&hellip;]<\/p>\n","protected":false},"author":1172,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[28,60],"tags":[92,203],"thematique":[37,43,39],"sfsic":[],"class_list":["post-22041","post","type-post","status-publish","format-standard","hentry","category-aac-publication","category-article","tag-innovation","tag-jeu","thematique-communication-organisations","thematique-mediation-des-savoirs-education-et-formation","thematique-numerique-strategies-dispositifs-et-usages","wp-sticky"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Formes et apports du jeu pour innover<\/title>\n<meta name=\"description\" content=\"La revue &quot;Technologie et Innovation&quot; lance un appel \u00e0 projet pour un num\u00e9ro sp\u00e9cial. 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