Mémoire/Master's Thesis by Guillaume Roux-Girard
S’intéressant aux différents rôles du son dans les jeux vidéo d’horreur, ce mémoire vise à expose... more S’intéressant aux différents rôles du son dans les jeux vidéo d’horreur, ce mémoire vise à exposer le travail cognitif effectué par le joueur lors de son activité de jeu. De la structuration des sons jusqu’à la production de sens à partir de leurs fonctions, cette recherche mesure l’implication du phénomène sonore dans la mise en scène de la peur vidéoludique. Dans cette optique, elle présente, critique et développe une pluralité de concepts portant sur la jouabilité, les postures d’écoute, la diégèse, les générateurs sonores, les fonctions sonores systémiques et immersives ainsi que sur la création de la peur à l’aide de différentes stratégies sonores.
Articles/Papers by Guillaume Roux-Girard

(2020) Game Development Praxiography: A Methodological Approach to Setup a Knowledge Brokering Pipeline Between Higher Education Institutions and the Game Development Industry
The Computer Games Journal, 2020
Although they aim at preparing students for the game industry, higher education courses and progr... more Although they aim at preparing students for the game industry, higher education courses and programs have evolved on their own. Few professors or lecturers combine a steady practice and a constant watch over new game-related knowledge and theories. This creates a growing gap between teaching practice and professional practice since no knowledge transfer pipeline is in place between the two contexts. This study examines how researchers can become knowledge brokers between higher education and industry through an investigation, field tests and refinement of a methodological approach we call 'game development praxiography'. This approach is inspired by practice theory's praxiography and research through design and it was field tested using a theoretical framework combining concepts from game studies, design theory, rhetoric and innovation sociology. This paper describes the concepts and methods that were tested and adapted during a pilot project in a game development studio and discusses how to build an appropriate methodology for similar projects. The approach can be used to set up knowledge transfers between higher education and local game development studios and to develop and contextualize teaching tools for higher education. This is a preview of subscription content, log in to check access.
(2014) Sound and the Videoludic Experience
The Oxford Handbook of Interactive Audio, 2014
This chapter explores the listening practices of game players.
(2012) Sound
Encyclopedia of Video Games, 2012
An encyclopedia entry about sound in video games.
Ce troisième numéro de Kinephanos se distingue quelque peu des précédents puisqu'il a pour genèse... more Ce troisième numéro de Kinephanos se distingue quelque peu des précédents puisqu'il a pour genèse un séminaire doctoral offert à l'Université de Montréal par Michel Chion à l'hiver 2010. Intitulé « Les films bilingues et multi-lingues », ce séminaire interrogeait les formes que peut prendre -ainsi que les rôles que peut jouer -la coprésence de différentes langues au sein d'une même oeuvre cinématographique. La concomitance de deux sinon plusieurs langues au sein d'un même film n'est pas un fait rare. Selon les observations de Chion, les mélanges d'idiomes sont apparus dès les débuts du parlant avec le film de guerre et le film de fraternisation. Ce phénomène n'a, par la suite, cessé de croître, s'intégrant aujourd'hui dans une multitude de films contemporains, et ce, tous genres confondus.

(2010) Introduction from the Ludiciné research team
Loading... journal of the Canadian Game Studies Association, special issue (vol.4, no.6), 2010
The papers published herein favor an intermedial approach to the manifestations of horror in othe... more The papers published herein favor an intermedial approach to the manifestations of horror in other cultural practices (literary and filmic) in order to chart the realm of videoludic horror. This study of videoludic, filmic and literary horror constitutes an essential starting point to better understand the specificity of each media, and opens up multiple areas of inquiry. Of concern are the ways in which the video game reuses the narrative strategies of novels and the staging of horror developed in film, the recurrent modalities of “ludification” in multiple videoludic adaptations of films or novels, and the expansion of filmic horror through the adaptation of horror video games. A more thorough examination of the different variations of horror in the video game also proves necessary
Game Sound Technology and Player Interaction: Concepts and Developments, 2010
“This chapter aims to explain how sound in horror computer games works towards eliciting emotions... more “This chapter aims to explain how sound in horror computer games works towards eliciting emotions in the gamer: namely fear and dread. More than just analyzing how the gamer produces meaning with horror game sound in relation to its overarching generic context, it will look at how the inner relations of the sonic structure of the game and the different functions of computer game sound are manipulated to create the horrific strategies of the games. This chapter will also provide theoretical background on sound, gameplay, and the reception of computer games to support my argument.”
(2009) Plunged Into Darkness: Evolution in the Staging of Fear in the Alone in the Dark Series
Horror Video Games: Essays on the Fusion of Fear and Play, 2009
This paper takes a formalist approach to study the Alone in the Dark series.
(2008) Film Studies
The Video Game Theory Reader 2, 2008
Papers by Guillaume Roux-Girard
Les défis de mise en place d'un laboratoire de jeu
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Mémoire/Master's Thesis by Guillaume Roux-Girard
Articles/Papers by Guillaume Roux-Girard
Papers by Guillaume Roux-Girard