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Record W3182293030 · doi:10.7202/1078725ar

Le jeu vidéo au Québec

2021· article· fr· W3182293030 on OpenAlexaffvenueabout
Bernard Perron

Bibliographic record

VenueLoading · 2021
Typearticle
Languagefr
FieldSocial Sciences
TopicDigital Games and Media
Canadian institutionsUniversité de Montréal
Fundersnot available
KeywordsHumanitiesArtPolitical science

Abstract

fetched live from OpenAlex

Une reconnaissance en courtepointeLe Québec demeure certes un haut lieu du jeu vidéo au Canada.Comme le soulignent ou le rapportent les collaborateurs et collaboratrices de ce numéro afin de marquer la reconnaissance et l'intérêt du sujet d'analyse, « la province se distingue sur le marché mondial de l'industrie culturelle la plus lucrative au monde » (Maude Bonenfant et Jonathan Bonneau) ; elle est « présentement un leader international dans le développement du jeu vidéo dit mainstream, [et] son écosystème de développeurs indie n'est pas en reste » (Jonathan Lessard et Carl Therrien); Montréal est considérée comme la « capitale du jeu vidéo » 1 (Laureline Chiapello); bref, «[q]uand on pense au jeu vidéo au Québec, c'est immédiatement son industrie qui nous vient à l'esprit » (Adam Lefloïc Lebel).Or, on connait somme toute peu de choses de l'histoire de cette industrie et du jeu vidéo au Québec.À ma connaissance, outre une réflexion qui prend Montréal pour exemplifier la dynamique de la créativité localisée (Grandadam, Cohendet et Simon, 2012), d'une autre sur le jeu vidéo à Montréal (Pineault, 2015), de courts articles de Jason Della Rocca (2013) et de Jonathan Lessard (2013) dans un numéro sur les jeux indépendants dans Loading... Journal of the Canadian Game Studies Association, ainsi qu'un chapitre sur le Canada de Dominic Arsenault et Louis-Martin Guay dans l'ouvrage Video Games Around the World (Wolf, 2015), la recherche universitaire 2 sur la production vidéoludique de la Belle Province ne foisonne pas.Conséquemment, ce numéro veut donner une impulsion aux études sur le jeu vidéo québécois.Il s'inscrit dans la foulée des approches plus locales de l'histoire du 10 e art.Melanie Swalwell s'est entre autres faite l'avocate des spécificités culturelles des réalisations vidéoludiques.Digital game history has usually been told with a focus on the USA or Japan, assuming the uniformity of products and reception worldwide […].While early digital games were a global phenomenon, the 1970s and 1980s also saw games produced and consumed in specifically local contexts.Remarkably little is known about the local aspects of digital games history.In contrast to the high profile games targeted by the Digital Game Canon, in local contexts it is not always clear what software existed even as little as 20 years ago; consequently, identifying priorities for preservation becomes a challenge.

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.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.001
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: Not applicable
GenreCandidate signal: Other · Consensus signal: Other
Teacher disagreement score0.063
Threshold uncertainty score0.210

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0000.001
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.002
Science and technology studies0.0060.001
Scholarly communication0.0030.001
Open science0.0010.001
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0630.004

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 head0.024
GPT teacher head0.277
Teacher spread0.254 · 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

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNot applicable
Domainnot available
GenreOther

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations1
Published2021
Admission routes3
Has abstractyes

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