P Dumoulin
Biographic Data
| ID | 4168061 |
|---|---|
| NAME | P Dumoulin |
| GIVEN NAMES | P |
| FAMILY NAME | Dumoulin |
| SIGNATURE | DUMOULIN P |
| AFFILIATIONS | Université du Québec à Montréal |
| VERIFIED | No |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2023 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Being the Other in Electronic Narratives
Joining various critical discourses, notably critical play (Flanagan, 2009), feminist and queer video game theories (Ruberg and Shaw, 2017), our project is interested in the potential of digital literary works (e.g., visual novels, video games) in raising awareness towards social issues, such as equity, inclusivity, and diversity. Analyzing digital literary works as text-objects, we can question them and the discourses they transmit through their…
Traduire la non-binarité et l’altérité de genre en science-fiction
La fluidité de genre et la non-binarité sont répandues dans les univers de science-fiction. Les auteur·ice·s profitent de la diversité offerte par le genre pour expérimenter avec les graphies, les accords et les pronoms. Cette diversité est adressée de plusieurs façons : la neutralité des protagonistes non-binaires, les êtres sentients robotiques, ou encore les êtres extraterrestres dont les corps et les cultures n’ont aucune conception de la bin…
L’interpellation vidéoludique
In this article, we will seek to better understand the place of ideology in video games from the perspective of the relationship it has with players. To do this, we will firstly rely on the theory of ideology established by Louis Althusser to think of video games as ideological devices that challenge players who are subjected to the game worlds in which they are called upon to take their place. This discussion will lead into an analysis of the co…
No prominent works on this page.
L’interpellation vidéoludique
In this article, we will seek to better understand the place of ideology in video games from the perspective of the relationship it has with players. To do this, we will firstly rely on the theory of ideology established by Louis Althusser to think of video games as ideological devices that challenge players who are subjected to the game worlds in which they are called upon to take their place. This discussion will lead into an analysis of the co…
Traduire la non-binarité et l’altérité de genre en science-fiction
La fluidité de genre et la non-binarité sont répandues dans les univers de science-fiction. Les auteur·ice·s profitent de la diversité offerte par le genre pour expérimenter avec les graphies, les accords et les pronoms. Cette diversité est adressée de plusieurs façons : la neutralité des protagonistes non-binaires, les êtres sentients robotiques, ou encore les êtres extraterrestres dont les corps et les cultures n’ont aucune conception de la bin…
Being the Other in Electronic Narratives
Joining various critical discourses, notably critical play (Flanagan, 2009), feminist and queer video game theories (Ruberg and Shaw, 2017), our project is interested in the potential of digital literary works (e.g., visual novels, video games) in raising awareness towards social issues, such as equity, inclusivity, and diversity. Analyzing digital literary works as text-objects, we can question them and the discourses they transmit through their…
Art (3 works) · Digital Games and Media (2 works) · Humanities (2 works) · Philosophy (2 works) · Anthropology (1 work) · Cognitive science (1 work) · Computer Science (1 work) · Conscience (1 work) · Education, sociology, and vocational training (1 work) · Gender Studies in Language (1 work)