Vidéo game, a mechanical art ?To reclaim the counterculture ; Le jeu vidéo, un art mécanique ? : se réapproprier la contre-culture
From the problematic confrontation of a video game project with the multiple conditions ofits creation, the present thesis tries to highlight the constraints and the interrogations whichthey arouse. Contemporary to the information society, the video game is a witness of thecomplex evolution of the postmodern paradigm born from cybernetics. From the genesis ofthe video game to present time, technologies, the ways of playing and the productions revealthe significant oppositions in their visions of the world. The thesis shows that behind theimage of entertainment and of a consensual industry, a form of resistance can express/voiceitself from a technological, artistic and political point of view. Through the history of videogame and its future, one can read some of society's stakes/challenges linked to new formsof power. It is within a counter cultural interstice, and fed by a prior critical exam, thata resistant work/piece is developed. An original creation is progressively built in reflexivecounter cultural opposition to the mainstream dominant liberal world and its accelerationand dematerialization. From a plastic point of view, the thesis questions the return of thevirtual reality technologies, and elaborates two new notions: the experiential vehicle and thesufficient decoy. Taking advantage of this new field of investigation of creation, the thesisinvites the player to let it be used so as to do so. Keywords: Video games. Counter culture.Experiential vehicle. Counter dematerialization. Sufficient decoy. ; De la confrontation problématique d'un projet de jeu vidéo aux conditions plurielles desa création, ce travail de thèse tente de mettre à jour les contraintes et les interrogationsqu'elles suscitent. Le jeu vidéo, contemporain de la société de l'information est un témoinde l'évolution complexe du paradigme postmoderne, né avec la cybernétique. De la genèsedu jeu vidéo au temps présent, les technologies, les façons de jouer et les productions serévèlent significatives de visions du monde opposées. La thèse ...