Introduction à la pragmatique des effets génériques: l’horreur dans tous ses états
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.
Bibliographic record
Abstract
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 imitationNot 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.
Codex and Gemma teacher scores by category
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.001 | 0.001 |
| Meta-epidemiology (narrow) | 0.000 | 0.000 |
| Meta-epidemiology (broad) | 0.000 | 0.000 |
| Bibliometrics | 0.000 | 0.000 |
| Science and technology studies | 0.001 | 0.001 |
| Scholarly communication | 0.001 | 0.000 |
| Open science | 0.000 | 0.000 |
| Research integrity | 0.000 | 0.001 |
| Insufficient payload (model declined to judge) | 0.005 | 0.000 |
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.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it