Carl Therrien
Biographic Data
| ID | 669729 |
|---|---|
| NAME | Carl Therrien |
| GIVEN NAMES | Carl |
| FAMILY NAME | Therrien |
| SIGNATURE | THERRIEN C |
| AFFILIATIONS | Université de Montréal |
| ORCID | 0000-0002-0634-7633 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 5 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 2 |
Unreal Games
Throughout the history of game studies, scholars have reflected on the essential features of games. In the past decade, these discussions have extended beyond academia to the broader gaming community, where certain genres have been elevated as “real games.” Walking simulators, dating sims, visual novels, and hybrid forms are often at the center of these debates, criticized for their simplicity, lack of challenge, or sometimes overtly sexual conte…
Indies de province
Cet article s’intéresse à l’émergence de la création vidéoludique au Québec avant le boom industriel et la popularisation du jeu indépendant. À partir d’archives et d’entretiens avec deux concepteurs autodidactes ayant œuvré dans les années 1990, l’article propose un portrait de deux personnalités méconnues de l’histoire québécoise du jeu : Christian Boutin et I-Grec. Ces portraits permettent de diversifier le récit du phénomène indie et de le ré…
A Tale of Two CDs
As an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took adv…
Toward a Visualization of Video Game Cultural History
This article introduces a novel methodology to analyze the historical evolution of the adventure game genre. This method involved the development of an analytical system, online database, and data visualization tool designed to help us understand the evolution of gameplay. Following an overview of these methodological considerations, we present the most common gameplay configurations adopted by adventure games over the years with the help of the …
La mise au jeu mise en récit
This paper introduces a comparative analytical system that seeks to document the emergence, dispersion and hybridization of various ludic configurations in the history of video games. This system was built following an inspection of various formal and ontological contributions in the field. It relies first on a segmentation of any given game experience into interactive figures, and then on the analysis of the interface and modes of engagement for…
The formation of gaming culture
In his latest book, Graeme Kirkpatrick provides one of the first major historical inspections of the specialized video game press. The volume presents a series of strong statements about the develo
Pour obtenir de l’aide, appuyez sur X ». La montée du paradigme d’assistance dans le design du jeu vidéo
In this article, we will explore the evolution of antagonization and assistance in video game design during its industrial period. To do so, we will divide our exploration in two sections. First, we will observe the rise of progression, from the iterative design of classic arcade games to games with a bigger scope, while noting how challenge and the antagonized discourses are evolving to cater to new design approaches. We will then analyze how as…
Enter the bit wars
NEC’s TurboGrafx-16 console, as its very name suggests, was caught in the middle of loaded discourses about technology. In this article, we seek to reflect on the initial encounter between the player and any given platform, the one that occurs through a marketed image. The authors of Digital Play insisted already in 2003 that it is essential to study the interactions between technology and marketing practices to better understand the video game e…
Présentation
Une vie suffit-elle pour maîtriser des jeux tels que les échecs, le bridge, le tennis, Star Craft ou League of Legends ? Un joueur aguerri pourrait investir la majeure partie de son temps libre sans avoir exploré toutes les stratégies et possibilités de ces systèmes ludiques. Malgré la richesse des jeux classiques, les joueurs se montrent avides de changement et de nouveauté. Relativement peu documentée compte tenu de son importance culturelle, l…
A Tale of Two CDs
As an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took adv…
Présentation
Une vie suffit-elle pour maîtriser des jeux tels que les échecs, le bridge, le tennis, Star Craft ou League of Legends ? Un joueur aguerri pourrait investir la majeure partie de son temps libre sans avoir exploré toutes les stratégies et possibilités de ces systèmes ludiques. Malgré la richesse des jeux classiques, les joueurs se montrent avides de changement et de nouveauté. Relativement peu documentée compte tenu de son importance culturelle, l…
Pour obtenir de l’aide, appuyez sur X ». La montée du paradigme d’assistance dans le design du jeu vidéo
In this article, we will explore the evolution of antagonization and assistance in video game design during its industrial period. To do so, we will divide our exploration in two sections. First, we will observe the rise of progression, from the iterative design of classic arcade games to games with a bigger scope, while noting how challenge and the antagonized discourses are evolving to cater to new design approaches. We will then analyze how as…
Pour obtenir de l’aide, appuyez sur X ». La montée du paradigme d’assistance dans le design du jeu vidéo
In this article, we will explore the evolution of antagonization and assistance in video game design during its industrial period. To do so, we will divide our exploration in two sections. First, we will observe the rise of progression, from the iterative design of classic arcade games to games with a bigger scope, while noting how challenge and the antagonized discourses are evolving to cater to new design approaches. We will then analyze how as…
Enter the bit wars
NEC’s TurboGrafx-16 console, as its very name suggests, was caught in the middle of loaded discourses about technology. In this article, we seek to reflect on the initial encounter between the player and any given platform, the one that occurs through a marketed image. The authors of Digital Play insisted already in 2003 that it is essential to study the interactions between technology and marketing practices to better understand the video game e…
Présentation
Une vie suffit-elle pour maîtriser des jeux tels que les échecs, le bridge, le tennis, Star Craft ou League of Legends ? Un joueur aguerri pourrait investir la majeure partie de son temps libre sans avoir exploré toutes les stratégies et possibilités de ces systèmes ludiques. Malgré la richesse des jeux classiques, les joueurs se montrent avides de changement et de nouveauté. Relativement peu documentée compte tenu de son importance culturelle, l…
The formation of gaming culture
In his latest book, Graeme Kirkpatrick provides one of the first major historical inspections of the specialized video game press. The volume presents a series of strong statements about the develo
La mise au jeu mise en récit
This paper introduces a comparative analytical system that seeks to document the emergence, dispersion and hybridization of various ludic configurations in the history of video games. This system was built following an inspection of various formal and ontological contributions in the field. It relies first on a segmentation of any given game experience into interactive figures, and then on the analysis of the interface and modes of engagement for…
A Tale of Two CDs
As an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took adv…
Toward a Visualization of Video Game Cultural History
This article introduces a novel methodology to analyze the historical evolution of the adventure game genre. This method involved the development of an analytical system, online database, and data visualization tool designed to help us understand the evolution of gameplay. Following an overview of these methodological considerations, we present the most common gameplay configurations adopted by adventure games over the years with the help of the …
Indies de province
Cet article s’intéresse à l’émergence de la création vidéoludique au Québec avant le boom industriel et la popularisation du jeu indépendant. À partir d’archives et d’entretiens avec deux concepteurs autodidactes ayant œuvré dans les années 1990, l’article propose un portrait de deux personnalités méconnues de l’histoire québécoise du jeu : Christian Boutin et I-Grec. Ces portraits permettent de diversifier le récit du phénomène indie et de le ré…
Unreal Games
Throughout the history of game studies, scholars have reflected on the essential features of games. In the past decade, these discussions have extended beyond academia to the broader gaming community, where certain genres have been elevated as “real games.” Walking simulators, dating sims, visual novels, and hybrid forms are often at the center of these debates, criticized for their simplicity, lack of challenge, or sometimes overtly sexual conte…
Digital Games and Media (8 works) · Computer Science (5 works) · Art (3 works) · Education, sociology, and vocational training (3 works) · Humanities (3 works) · Multimedia (3 works) · Philosophy (3 works) · Philosophy (3 works) · Video game (3 works) · Artificial Intelligence (2 works)