MétaCan
Menu
Back to cohort
Record W2282766690

Introduction à la pragmatique des effets génériques: l’horreur dans tous ses états

2010· article· fr· W2282766690 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

affAt least one author lists a Canadian institution in the pinned OpenAlex snapshot.

Bibliographic record

VenueLoading... · 2010
Typearticle
Languagefr
FieldArts and Humanities
TopicLinguistics and Discourse Analysis
Canadian institutionsUniversité de Montréal
Fundersnot available
KeywordsHumanitiesArtPhilosophy
DOInot available

Abstract

fetched live from OpenAlex

Cet article pose les jalons d’une nouvelle approche theorique de la question du genre, la pragmatique des effets generiques. Cette approche permet de resoudre les problemes qui decoulent du phenomene de l’hybridite generique, une difficulte qui limite l’analyse formelle d’objets culturels d’un point de vue generique. Ce nouveau paradigme donne la primaute non pas au texte comme objet fini, mais a l’experience de son parcours par un lecteur/spectateur/joueur. Pour la pragmatique des effets generiques, le genre s’exprime dans des effets generiques qui se manifestent ponctuellement a travers la sequence semiotique d’un objet culturel, que le lecteur/spectateur/joueur peut reconnaitre et qui modulent a la fois son horizon d’attentes et sa comprehension cognitive de l’objet. La pertinence et les ramifications de cette approche sont demontrees a l’aide d’une etude de cas qui porte sur le genre videoludique du survival horror. Celui-ci est deconstruit en ses deux composantes, soit le genre thematique de l’horreur et le genre ludique du survival. Chacun est etudie a travers deux jeux, Resident Evil et Diablo, respectivement emblematique et etranger au genre. Neanmoins, l’analyse des elements formels et de la jouabilite de Diablo du point de vue experientiel demontre que ses mecaniques de jeu et sa structure donnent lieu a des effets d’horreur et de survival qui, bien que non prioritaires, ne peuvent etre ecartes d’une analyse sans risquer de denaturer l’objet. *** This paper lays the foundations of a new theoretical approach to genre, the pragmatics of generic effects. This approach allows us to solve the problems caused by the phenomenon of generic hybridity, a difficulty that limits formal analysis of cultural objects from a generic standpoint. This new paradigm places emphasis not on the text as a finite object, but rather on the experience of its traversal by a reader/spectator/player. In the pragmatics of generic effects, genre expresses itself through generic effects that manifest themselves punctually throughout the semiotic sequence of a cultural object, which the reader/spectator/player can recognize and that modulate both his horizon of expectations and his cognitive understanding of the object. The pertinence and ramifications of this approach are demonstrated by way of a case study of the survival horror video game genre. The genre is broken down into its two components, the thematic genre of horror and the game genre of survival. Each is studied through two games, Resident Evil and Diablo, respectively emblematic of and a stranger to the genre. Nevertheless, the analysis of Diablo’s formal elements and gameplay shows that its game mechanics and structure give way to horror and survival effects that, while ancillary, cannot be ignored by an analyst without denaturing the object. This issue was generously supported by the Social Sciences and Humanities Research Council (SSHRC) and published in partnership with Ludicine.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.001
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesMeta-epidemiology (narrow), Insufficient payload (model declined to judge)
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.908
Threshold uncertainty score1.000

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.001
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0010.001
Scholarly communication0.0010.000
Open science0.0000.000
Research integrity0.0000.001
Insufficient payload (model declined to judge)0.0050.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.011
GPT teacher head0.256
Teacher spread0.245 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it