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Carl Therrien

Biographic Data

ID669729
NAMECarl Therrien
GIVEN NAMESCarl
FAMILY NAMETherrien
SIGNATURETHERRIEN C
AFFILIATIONSUniversité de Montréal
ORCID0000-0002-0634-7633
VERIFIEDYes
TOTAL WORKS9
TOTAL CITATIONS5
WORKS AS AUTHOR9
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2015
LATEST PUBLICATION YEAR2024
H-INDEX2
  • Unreal Games

    Open Access•Carl Therrien, Jean-Charles Ray et al.•ARTICLE•Games and Culture•2024•References: 2

    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

    Open Access•Jonathan Lessard, Carl Therrien•ARTICLE•Loading•2021

    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

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Open Archaeology•2019•Cited by: 2•References: 4

    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

    Open Access•Carl Therrien, I Lefebvre et al.•ARTICLE•Games and Culture•2019•References: 1

    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

    Open Access•Carl Therrien•ARTICLE•Sciences du jeu•2018

    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

    Carl Therrien•ARTICLE•Information Communication & Society•2016

    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

    Open Access•Carl Therrien, Mikaël Julien•ARTICLE•Sciences du jeu•2015•Cited by: 1

    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

    Open Access•Carl Therrien, Martin Picard•ARTICLE•New Media & Society•2015•References: 1

    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

    Open Access•Jonathan Lessard, Carl Therrien•ARTICLE•Sciences du jeu•2015•Cited by: 2

    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

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Open Archaeology•2019•Cited by: 2•References: 4

    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

    Open Access•Jonathan Lessard, Carl Therrien•ARTICLE•Sciences du jeu•2015•Cited by: 2

    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

    Open Access•Carl Therrien, Mikaël Julien•ARTICLE•Sciences du jeu•2015•Cited by: 1

    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

    Open Access•Carl Therrien, Mikaël Julien•ARTICLE•Sciences du jeu•2015•Cited by: 1

    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

    Open Access•Carl Therrien, Martin Picard•ARTICLE•New Media & Society•2015•References: 1

    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

    Open Access•Jonathan Lessard, Carl Therrien•ARTICLE•Sciences du jeu•2015•Cited by: 2

    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

    Carl Therrien•ARTICLE•Information Communication & Society•2016

    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

    Open Access•Carl Therrien•ARTICLE•Sciences du jeu•2018

    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

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Open Archaeology•2019•Cited by: 2•References: 4

    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

    Open Access•Carl Therrien, I Lefebvre et al.•ARTICLE•Games and Culture•2019•References: 1

    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

    Open Access•Jonathan Lessard, Carl Therrien•ARTICLE•Loading•2021

    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

    Open Access•Carl Therrien, Jean-Charles Ray et al.•ARTICLE•Games and Culture•2024•References: 2

    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)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae