Frédérick Maheux
Biographic Data
| ID | 4168048 |
|---|---|
| NAME | Frédérick Maheux |
| GIVEN NAMES | Frédérick |
| FAMILY NAME | Maheux |
| SIGNATURE | MAHEUX F |
| VERIFIED | No |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 2 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 0 |
Grapefruit, ou le détournement des jeux vidéo par les règles
This article proposes to explore the concept of videogames rules by Salen and Zimmerman through the work of Yoko Ono, specifically the event scores or performative instructions published in Grapefruit (2000 [1964]). To do so, the authors have created an interactive experience based on four event scores' rules where gameplay emerges from their direct application. The project is contextualized through those rules and the differences between Ono's w…
Harsh Noise Industrial Games
This article proposes an analysis of recent alternative video games through the particularities of industrial music’s aesthetics. Considering a massive increase in video game production by solo designers since 2015, the author identifies how singular practices of game creation can be inspired by underground art forms. To further this research, five game developers were invited to participate through interviews: Yames, Selfish Dream, Valerie Dusk,…
No prominent works on this page.
Harsh Noise Industrial Games
This article proposes an analysis of recent alternative video games through the particularities of industrial music’s aesthetics. Considering a massive increase in video game production by solo designers since 2015, the author identifies how singular practices of game creation can be inspired by underground art forms. To further this research, five game developers were invited to participate through interviews: Yames, Selfish Dream, Valerie Dusk,…
Grapefruit, ou le détournement des jeux vidéo par les règles
This article proposes to explore the concept of videogames rules by Salen and Zimmerman through the work of Yoko Ono, specifically the event scores or performative instructions published in Grapefruit (2000 [1964]). To do so, the authors have created an interactive experience based on four event scores' rules where gameplay emerges from their direct application. The project is contextualized through those rules and the differences between Ono's w…
Cultural Insights and Digital Impacts (2 works) · Humanities (2 works) · Art (1 work) · Digital Games and Media (1 work) · Education, sociology, and vocational training (1 work) · French Urban and Social Studies (1 work) · Philosophical and Theoretical Analysis (1 work) · Philosophy (1 work) · Philosophy (1 work)