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Jérémie Pelletier-Gagnon

Biographic Data

ID824462
NAMEJérémie Pelletier-Gagnon
GIVEN NAMESJérémie
FAMILY NAMEPelletier-Gagnon
SIGNATUREPELLETIER-GAGNON J
AFFILIATIONSUniversity of Alberta, Edmonton, Alberta, Canada
ORCID0000-0002-9703-1502
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS6
AUTHOR COUNT4
EDITOR COUNT1
FIRST PUBLICATION YEAR2017
LATEST PUBLICATION YEAR2024
H-INDEX1
  • Space and Play in Japanese Videogame Arcades

    Jérémie Pelletier-Gagnon•BOOK•Space and Play in Japanese…•2024

    This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues t…

  • L’interpellation vidéoludique: Idéologie et conscience critique à partir du jeu Celeste

    Open Access•Fabien Richert, Jérémie Pelletier-Gagnon et al.•ARTICLE•Sciences du jeu•2023•References: 2

    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…

  • Japanese Role-Playing Games: Genre, Representation, and Liminality in the JRPG

    Rachael Hutchinson, Jérémie Pelletier-Gagnon•BOOK•Japanese Role-Playing Games•2022

    Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English…

  • Colonizing Pepe: Internet Memes as Cyberplaces

    Open Access•Jérémie Pelletier-Gagnon, Axel Pérez Trujillo Diniz et al.•ARTICLE•Space and Culture•2021•Cited by: 5•References: 11

    This article explores the Pepe the Frog Internet meme through a spatial approach that targets the ways in which netizens attempt to repurpose it, so as to build a communal space in which meaning is constantly negotiated and hijacked. We argue that Pepe the Frog and other memes can be interpreted as “cyberplaces” defined as computer environments that display the ideological polemics between netizens as they struggle to build a sense of community. …

  • Atari to Zelda: Japan's Videogames in Global Contexts, written by Mia Consalvo

    Jérémie Pelletier-Gagnon•ARTICLE•Asiascape Digital Asia•2017•Cited by: 1•References: 2

  • Colonizing Pepe: Internet Memes as Cyberplaces

    Open Access•Jérémie Pelletier-Gagnon, Axel Pérez Trujillo Diniz et al.•ARTICLE•Space and Culture•2021•Cited by: 5•References: 11

    This article explores the Pepe the Frog Internet meme through a spatial approach that targets the ways in which netizens attempt to repurpose it, so as to build a communal space in which meaning is constantly negotiated and hijacked. We argue that Pepe the Frog and other memes can be interpreted as “cyberplaces” defined as computer environments that display the ideological polemics between netizens as they struggle to build a sense of community. …

  • Atari to Zelda: Japan's Videogames in Global Contexts, written by Mia Consalvo

    Jérémie Pelletier-Gagnon•ARTICLE•Asiascape Digital Asia•2017•Cited by: 1•References: 2

  • Atari to Zelda: Japan's Videogames in Global Contexts, written by Mia Consalvo

    Jérémie Pelletier-Gagnon•ARTICLE•Asiascape Digital Asia•2017•Cited by: 1•References: 2

  • Colonizing Pepe: Internet Memes as Cyberplaces

    Open Access•Jérémie Pelletier-Gagnon, Axel Pérez Trujillo Diniz et al.•ARTICLE•Space and Culture•2021•Cited by: 5•References: 11

    This article explores the Pepe the Frog Internet meme through a spatial approach that targets the ways in which netizens attempt to repurpose it, so as to build a communal space in which meaning is constantly negotiated and hijacked. We argue that Pepe the Frog and other memes can be interpreted as “cyberplaces” defined as computer environments that display the ideological polemics between netizens as they struggle to build a sense of community. …

  • Japanese Role-Playing Games: Genre, Representation, and Liminality in the JRPG

    Rachael Hutchinson, Jérémie Pelletier-Gagnon•BOOK•Japanese Role-Playing Games•2022

    Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English…

  • L’interpellation vidéoludique: Idéologie et conscience critique à partir du jeu Celeste

    Open Access•Fabien Richert, Jérémie Pelletier-Gagnon et al.•ARTICLE•Sciences du jeu•2023•References: 2

    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…

  • Space and Play in Japanese Videogame Arcades

    Jérémie Pelletier-Gagnon•BOOK•Space and Play in Japanese…•2024

    This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues t…

Digital Games and Media (5 works) · Art (4 works) · Computer Science (3 works) · Aesthetics (2 works) · Philosophy (2 works) · Philosophy (2 works) · Agency (philosophy (1 works) · Asian Culture and Media Studies (1 works) · Conscience (1 works) · Deterritorialization (1 works)

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