{"id":30428,"date":"2023-12-10T13:00:14","date_gmt":"2023-12-10T12:00:14","guid":{"rendered":"https:\/\/www.sfsic.org\/?p=30428"},"modified":"2023-12-09T22:03:37","modified_gmt":"2023-12-09T21:03:37","slug":"les-jeux-video-rendent-ils-stupide","status":"publish","type":"post","link":"https:\/\/www.sfsic.org\/en\/aac-evenement\/les-jeux-video-rendent-ils-stupide\/","title":{"rendered":"Les jeux vid\u00e9o rendent-ils stupide ?"},"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> 9 d\u00e9cembre 2023\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-images-cinema-medias-audiovisuels-et-industries-culturelles\"><a class=\"termslist-itemlink\" href=\"https:\/\/www.sfsic.org\/en\/thematiques\/images-cinema-audiovisual-media-and-cultural-industries\/\" title=\"Images, cin\u00e9ma, m\u00e9dias audiovisuels et industries culturelles\"><span class=\"termslist-itemname\">Images, cin\u00e9ma, m\u00e9dias audiovisuels et industries culturelles<\/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\/12\/2023<\/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 d\u2019\u00e9v\u00e9nement<\/span><span class=\"doubledot\"><\/span> <strong>Colloque<\/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>Hakim<\/span> <span>Boussejra<\/span>, <span> Universit\u00e9 de Bourgogne (TIL 4182)<\/span>\t\t\t\t\t\t\t\t\t\t\t\t\t\t, <a class=\"zn-singledetail-coordinators-mail prettylink\" href=\"mailto:Hakim.Boussejra@u-bourgogne.fr\">Hakim.Boussejra@u-bourgogne.fr<\/a>\n\t\t\t\t\t\t\t\t\t\t\t\t\t<\/li>\n<li class=\"zn-singledetail-coordinators-item\">\n\t\t\t\t\t\t\t<span>Marie-Lou <\/span> <span>Troutier<\/span>, <span>Universit\u00e9 de Bourgogne (CIMEOS 4177)<\/span>\t\t\t\t\t\t\t\t\t\t\t\t\t\t, <a class=\"zn-singledetail-coordinators-mail prettylink\" href=\"mailto:marielou.troutier@u-bourgogne.fr\">marielou.troutier@u-bourgogne.fr<\/a>\n\t\t\t\t\t\t\t\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-eventinfo\">\n<div class=\"zn-singledetail-eventinfo-inner\">\n<div class=\"zn-singledetail-eventdates\">\n\t\t\t\t\t\t<span class=\"zn-singledetail-label\">Dates de l\u2019\u00e9v\u00e9nement<span class=\"doubledot\"><\/span><\/span><\/p>\n<ul class=\"zn-singledetail-eventdates-list\">\n<li class=\"zn-singledetail-eventdates-item\">\n\t\t\t\t\t\t\t\tDu 28\/03\/2023 au 29\/03\/2024\t\t\t\t\t\t\t<\/li>\n<\/ul><\/div>\n<p class=\"zn-singledetail-eventplace\">\n\t\t\t\t\t\t<span class=\"zn-singledetail-label\">Lieu de l\u2019\u00e9v\u00e9nement<span class=\"doubledot\"><\/span><\/span><br \/>\n\t\t\t\t\t\t<span class=\"zn-singledetail-eventplace-adr\"><\/p>\n<p>\t\t\t\t\t\t\t\t\t\t\t\t<span class=\"adr-place\">Maison des Sciences de l&#8217;Homme<\/span>,<\/p>\n<p>\t\t\t\t\t\t<span class=\"adr-street\">6 Esplanade Erasme  <\/span>, <span class=\"adr-city\">Dijon<\/span>\t\t\t\t\t\t<span class=\"adr-cp\">21000<\/span>, <span class=\"adr-country\">France<\/span><br \/>\n\t\t\t\t\t\t<\/span>\t\t\t\t\t<\/p>\n<\/p><\/div>\n<\/p><\/div>\n<div class=\"zn-singledetail-annonce wig-content\">\n<div id=\"annonce-1100450-fr\" class=\"tabContent\" lang=\"fr\" xml:lang=\"fr\">\n<h2>Argumentaire<\/h2>\n<p>L&rsquo;id\u00e9e derri\u00e8re ce colloque a \u00e9t\u00e9 initi\u00e9e par un commentaire que beaucoup d&rsquo;entre nous, travaillant sur les jeux vid\u00e9o ont peut-\u00eatre entendu, \u00e0 savoir qu&rsquo;ils changeraient le rapport \u00e0 la r\u00e9alit\u00e9, alt\u00e9reraient l\u2019imagination, rendraient violent et d\u00e9pendant. Ces croyances sont encore courantes dans l&rsquo;espace public, comme l&rsquo;a r\u00e9cemment montr\u00e9 le pr\u00e9sident fran\u00e7ais Emmanuel Macron, qui a affirm\u00e9 en juin dernier, apr\u00e8s les \u00e9meutes li\u00e9es \u00e0 la mort de Nahel suite \u00e0 des violences polici\u00e8res, que les jeux vid\u00e9o \u00e9taient le catalyseur de la violence dans ces \u00e9meutes (Gameblog, 2023). Il est important de se rappeler que des croyances similaires ont \u00e9galement \u00e9t\u00e9 exprim\u00e9es dans la communaut\u00e9 scientifique (Anderson et al., 2007). Cependant, il est aujourd&rsquo;hui plus clair que les jeux vid\u00e9o peuvent \u00eatre b\u00e9n\u00e9fiques dans de nombreux domaines d&rsquo;application et qu&rsquo;ils sont une source de divertissement et d\u2019apprentissage, comme le montre la \u00ab&#160;r\u00e9volution casual&#160;\u00bb de Juul, montrant que les jeux sont en effet un produit des masses, et non plus d&rsquo;une \u00e9lite de joueurs experts (Juul, 2010). \u00c0 cet \u00e9gard, les jeux vid\u00e9o et les jeux s\u00e9rieux \u2013 dits serious games \u2013 se r\u00e9v\u00e8lent \u00eatre des ressources int\u00e9ressantes dans l&rsquo;\u00e9ducation et la formation (Brown, 2008, Fisher, 2015, Burn, 2022), en psychologie (Bean, 2021), dans les questions de bien-\u00eatre et de sant\u00e9 mentale (Stone, 2021) ou encore comme objet de m\u00e9diation th\u00e9rapeutique (Gillet et Leroux, 2017).<\/p>\n<p>En tant que joueur, \u00eatre en immersion dans un monde virtuel et incarner un avatar est une exp\u00e9rience valorisante qui peut aider \u00e0 faire face aux difficult\u00e9s de la vie et \u00e0 traiter de nouveaux param\u00e8tres dans notre environnement (Bean, 2021). L\u2019essor de la m\u00e9diation th\u00e9rapeutique par les jeux vid\u00e9o met en avant des pratiques alternatives et ludiques de soin dans la prise en charge de personnes pr\u00e9sentant des probl\u00e9matiques diverses, tel que l\u2019anxi\u00e9t\u00e9 et la d\u00e9pression, (Allen, 1984&#160;; Ceranoglu, 2010&#160;; Bean et Stone, 2021), ou encore pour l\u2019autisme (Shadili et al., 2020&#160;; Duris, 2022) et la schizophr\u00e9nie (Peter et Estingoy, 2014).<\/p>\n<p>En tant qu&rsquo;outils p\u00e9dagogiques, les jeux et la conception de jeux ont \u00e9t\u00e9 utilis\u00e9s pour explorer la litt\u00e9rature et d&rsquo;autres mati\u00e8res scolaires afin de susciter un int\u00e9r\u00eat pour ces sujets qui d\u00e9passe les pratiques habituelles en classe, permettant ainsi aux enfants et aux adolescents d&rsquo;explorer leur programme d&rsquo;une nouvelle mani\u00e8re (Burn, 2022). Fisher (2015) donne aux d\u00e9veloppeurs et aux \u00e9ducateurs des outils pour cr\u00e9er des jeux adapt\u00e9s \u00e0 l&rsquo;\u00e2ge des enfants, avec des applications allant des tout-petits aux adolescents. En essence, le potentiel d&rsquo;apprentissage des jeux vid\u00e9o a \u00e9t\u00e9 th\u00e9oris\u00e9 il y a plus de quinze ans (Gee, 2007&#160;; Brown, 2008), aussi bien pour les jeunes que pour les adultes. Les simulations sont utilis\u00e9es dans l&rsquo;arm\u00e9e, dans les entreprises et dans la formation m\u00e9dicale depuis des ann\u00e9es, donc l&rsquo;utilit\u00e9 des jeux vid\u00e9o et des jeux s\u00e9rieux est \u00e9vidente.<\/p>\n<p>Cette conf\u00e9rence vise \u00e0 pr\u00e9senter de nouvelles pratiques innovantes des jeux vid\u00e9o dans divers domaines d&rsquo;application, afin d\u2019avoir un regard critique sur la panique morale largement m\u00e9diatis\u00e9e depuis leur av\u00e8nement dans les imaginaires collectifs.<\/p>\n<p>Les chercheurs.es en \u00e9tudes sur les jeux vid\u00e9o sont invit\u00e9s \u00e0 soumettre des r\u00e9sum\u00e9s sur tout sujet li\u00e9 aux applications des jeux vid\u00e9o dans n&rsquo;importe quel domaine, notamment, mais sans s&rsquo;y limiter&#160;: l&rsquo;\u00e9ducation, la formation professionnelle, la m\u00e9decine et les sujets li\u00e9s \u00e0 la sant\u00e9, lebien-\u00eatre, l&rsquo;inclusion sociale et l&rsquo;accessibilit\u00e9, les \u00e9tudes de genre, l&rsquo;histoire, la politique et les politiques publiques.<\/p>\n<h2>Modalit\u00e9s de contribution<\/h2>\n<p>Veuillez envoyer un r\u00e9sum\u00e9 de 300 \u00e0 500 mots, en anglais ou en fran\u00e7ais, aux adresses suivantes&#160;:<\/p>\n<ul>\n<li><strong>Hakim.Boussejra@u-bourgogne.fr<\/strong><\/li>\n<li><strong>marielou.troutier@u-bourgogne.fr<\/strong><\/li>\n<\/ul>\n<h2>Dates&#160;:<\/h2>\n<ul>\n<li><strong>Date limite de soumission des r\u00e9sum\u00e9s&#160;:<\/strong> 15 d\u00e9cembre.<\/li>\n<li><strong>Validation par le comit\u00e9 d&rsquo;organisation&#160;:<\/strong> 5 janvier<\/li>\n<li><strong>Conf\u00e9rence&#160;:<\/strong> 28-29 mars \u00e0 Dijon, France<\/li>\n<\/ul>\n<h2>Comit\u00e9 d&rsquo;organisation<\/h2>\n<ul>\n<li>Hakim Boussejra, Universit\u00e9 de Bourgogne (TIL 4182)<\/li>\n<li>L\u00e9a Clerc, Universit\u00e9 de Bourgogne (TIL 4182)<\/li>\n<li>Marie-Lou Troutier, Universit\u00e9 de Bourgogne (CIMEOS 4177)<\/li>\n<\/ul>\n<h2>Comit\u00e9 scientifique<\/h2>\n<ul>\n<li>Hakim Boussejra, Universit\u00e9 de Bourgogne (TIL 4182)<\/li>\n<li>L\u00e9a Clerc, Universit\u00e9 de Bourgogne (TIL 4182)<\/li>\n<li>Marie-Lou Troutier, Universit\u00e9 de Bourgogne (CIMEOS 4177)<\/li>\n<li>Will Noonan, Universit\u00e9 de Bourgogne (TIL 4182)<\/li>\n<li>Olivier Galibert (CIMEOS 4177)<\/li>\n<li>St\u00e9phane Djahanchahi (CIMEOS 4177)<\/li>\n<\/ul>\n<h2>Bibliographie<\/h2>\n<p>Allen, D. H. 1984. \u00ab&#160;The use of computer fantasy games in child therapy&#160;\u00bb, dans M.D. Schwartz, Using Computers in Clinical Practice&#160;: Psychotherapy and Mental Health Applications, New York, Howarth, p. 329-334.Anderson, C. A., Gentile, D., &amp; Buckley, K. E. (2007). Violent video game effects on children and adolescents&#160;: Theory, research, and public policy. Oxford Univ. Press.Bean, A. (2021). Therapeutic Use of Video Games. In R. Kowert &amp; T. Quandt (\u00c9ds.), The video game debate 2&#160;: Revisiting the physical, social, and psychological effects of video games (p. 81-94). Routledge.Beeston, J., Power, C., Cairns, P., &amp; Barlet, M. (2018). Accessible Player Experiences (APX)&#160;: The Players. In K. Miesenberger &amp; G. Kouroupetroglou (\u00c9ds.), Computers Helping People with Special Needs (Vol. 10896, p. 245-253). Springer International Publishing.<\/p>\n<p>Brown, H. J. (2008). Videogames and education. Routledge.Burn, A. (2022). Literature, videogames and learning. Routledge.Ceranoglu, T.A. 2010. \u00ab&#160;Video games in psychotherapy&#160;\u00bb, Rewiev of General Psychology, n\u00b0 14, p. 141-146.Duris, O. (2022). Le jeu vid\u00e9o comme facilitateur de la rencontre intersubjective avec les jeunes autistes. Dialogue, 236(2), 85-103.<\/p>\n<p>Fisher, C. (2015). Designing games for children&#160;: Developmental, usability, and design considerations for making games for kids. Focal Press\/Taylor &amp; Francis Group.<\/p>\n<p>Gee, J. P. (2007). What video games have to teach us about learning and literacy (Rev. and updated ed). Palgrave Macmillan.<\/p>\n<p>Gillet, G., &amp; Leroux, Y. (2017). Soigner avec le jeu vid\u00e9o&#160;: Quelques rep\u00e9rages d\u2019incidences transf\u00e9rentielles \u00e0 partir de la clinique de la m\u00e9diation virtuelle-num\u00e9rique&#160;: Revue de l\u2019enfance et de l\u2019adolescence, n\u00b0 95(1), 113-132. <a href=\"https:\/\/doi.org\/10.3917\/read.095.0113\" name=\"SMASHVisited\">https:\/\/doi.org\/10.3917\/read.095.0113<\/a><a class=\"smash-link\" href=\"https:\/\/sh2hh6qx2e.search.serialssolutions.com\/?rft_id=info:doi\/10.3917\/read.095.0113&amp;sid=lama-browser-addon\" target=\"_blank\" rel=\"noopener\" name=\"SMASHLink\"> SMASH<\/a><\/p>\n<p>Girard, C., Ecalle, J., &amp; Magnan, A. (2013). Serious games as new educational tools&#160;: How effective are they&#160;? A meta-analysis of recent studies&#160;: Serious games as educational tools. Journal of Computer Assisted Learning, 29(3), 207-219.<\/p>\n<p>Hodent, C. (2021). The psychology of video games. Routledge, Taylor &amp; Francis Group.<\/p>\n<p>Jacobs, R. S. (2021). Serious Games&#160;: Play for Change. In R. Kowert &amp; T. Quandt (\u00c9ds.), The video game debate 2&#160;: Revisiting the physical, social, and psychological effects of video games (p. 19-40). Routledge.<\/p>\n<p>Juul, J. (2010). A casual revolution&#160;: Reinventing video games and their players. MIT Press.<\/p>\n<p>Mangiron, C., Orero, P., &amp; O\u2019Hagan, M. (2014). Fun for all&#160;: Translation and accessibility practices in video games. In Fun for all&#160;: Translation and accessibility practices in video games (p. 9-18). Peter Lang.<\/p>\n<p>Peter, C.&#160;; Estingoy, P. 2014. \u00ab&#160;Le jeu vid\u00e9o comme m\u00e9diation th\u00e9rapeutique. Une nouvelle approche dans la prise en charge de la schizophr\u00e9nie&#160;\u00bb, \u00c9tudes et pratiques en psychologie, vol. 1-2, n\u00b0 3, p. 6-19.<\/p>\n<p>Plowman, L., Stevenson, O., Stephen, C., &amp; McPake, J. (2012). Preschool children\u2019s learning with technology at home. Computers &amp; Education, 59(1), 30-37.<\/p>\n<p>Shadili, G., Nadin, P., Pannetier, T., &amp; Essadek, A. (2020). Autisme de haut niveau de fonctionnement et jeux vid\u00e9o, un lien autoth\u00e9rapeutique&#160;? L\u2019information psychiatrique, 96(10), 713-718.<\/p>\n<p>Stone, J. (2021). Extended Reality Therapy&#160;: The Use of Virtual, Augmented and Mixed Reality in Mental Health Treatment. In R. Kowert &amp; T. Quandt (\u00c9ds.), The video game debate 2&#160;: Revisiting the physical, social, and psychological effects of video games (p. 95-106). Routledge.<\/p>\n<p>Tiny_Ellie. (2023, juin 30). \u00c9meutes en France&#160;? Encore la faute des jeux vid\u00e9o selon Macron. gameblog. https:\/\/www.gameblog.fr\/jeu-video\/ed\/news\/emeutes-jeux-video-macron-429513<\/p>\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-gamification\"><a class=\"termslist-itemlink\" href=\"https:\/\/www.sfsic.org\/en\/tag\/gamification\/\" title=\"Gamification\"><span class=\"termslist-itemname\">Gamification<\/span><\/a><\/li>\n<li class=\"termslist-item tax-post_tag term-jeux-videos\"><a class=\"termslist-itemlink\" href=\"https:\/\/www.sfsic.org\/en\/tag\/jeux-videos\/\" title=\"Jeux vid\u00e9os\"><span class=\"termslist-itemname\">Jeux vid\u00e9os<\/span><\/a><\/li>\n<li class=\"termslist-item tax-post_tag term-serious-game\"><a class=\"termslist-itemlink\" href=\"https:\/\/www.sfsic.org\/en\/tag\/serious-game\/\" title=\"Serious game\"><span class=\"termslist-itemname\">Serious game<\/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 9 d\u00e9cembre 2023 Th\u00e9matiques Images, cin\u00e9ma, m\u00e9dias audiovisuels et industries culturelles R\u00e9ponse attendue pour le 15\/12\/2023 Type de r\u00e9ponse R\u00e9sum\u00e9 Type d\u2019\u00e9v\u00e9nement Colloque Coordinateurs Hakim Boussejra, [&hellip;]<\/p>\n","protected":false},"author":781,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[29,57],"tags":[746,735,902],"thematique":[35],"sfsic":[],"class_list":["post-30428","post","type-post","status-publish","format-standard","hentry","category-aac-evenement","category-colloque","tag-gamification","tag-jeux-videos","tag-serious-game","thematique-images-cinema-medias-audiovisuels-et-industries-culturelles","wp-sticky"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Les jeux vid\u00e9o rendent-ils stupide ?<\/title>\n<meta name=\"description\" content=\"Appel \u00e0 contribution pour un colloque sur &quot;Les jeux vid\u00e9o rendent-ils stupide ? 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