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dc.contributor.authorArsenault, Dominic
dc.date.accessioned2017-07-25T15:52:20Z
dc.date.available2017-07-25T15:52:20Z
dc.date.issued2014
dc.identifier.urihttp://hdl.handle.net/1866/18990
dc.publisherRoutledgefr
dc.subjectJeux d'actionfr
dc.subjectAction gamesfr
dc.subjectJeu vidéofr
dc.subjectJeux vidéofr
dc.titleActionfr
dc.typeChapitre de livre / Book chapterfr
dc.contributor.affiliationUniversité de Montréal. Faculté des arts et des sciences. Département d'histoire de l'art et d'études cinématographiquesfr
dcterms.abstractThis essay describes two different phenomena: action games, understood as a genre of games in which the player’s sensori-motor skills prevail over his cognitive activity, and a general theory of action-taking in context of the game-playing practice. Through a short history of the main genres and sub-genres traditionally identified with “Action games”, and the conclusion that such a categorization pertains to a mode of action rather than a given genre, the properties of action games are identified as involving a standardized repertoire of actions, emphasis on sensori-motor skills, and short-term action sequences.fr
dcterms.languageengfr
oaire.citationTitleRoutledge companion to video game studies
oaire.citationStartPage223
oaire.citationEndPage231


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This document disseminated on Papyrus is the exclusive property of the copyright holders and is protected by the Copyright Act (R.S.C. 1985, c. C-42). It may be used for fair dealing and non-commercial purposes, for private study or research, criticism and review as provided by law. For any other use, written authorization from the copyright holders is required.