International history of videogames (HACS)
Project under the direction of Carl Therrien with the co-researchers: Laureline Chiapello (NAD Center), Jonathan Lessard (Concordia University), Simon Dor (UQAT), Gabrielle Trépanier Jobin (UQAM)
Until recently, telling the history of video games meant telling a “history of winners”, focusing on a few “big names”, a few “big games”. This project is rooted in a common effort by video game historians to better represent the diversity of video game histories in order to better navigate the currents of its evolution as a medium. It is based on the HACS (Historical Analytic Comparative System, developed within LUDOV) and on a corpus of 1,000 games chosen by an international selection committee.
After several years of review and analysis, we offer you a glimpse into the evolution of major trends in gameplay and advertising. What unites the adventure games of the 1980s with the VR games of the 2020s? When did the promotion of video games become centered on a heteronormative fantasy of power? Our game viewers invite you to step back in time and discover the games of the past in the light of our latest analysis tools.
Projet financed through the Insight grant (SHRC): “Towards a visualization-assisted international history of videogame culture” (2020-2025) and the New Researcher Grant (FRQSC): “Beyond technological and industrial considerations: for a cultural history of the video game experience” (2013-2017).
HACS Game Viewers
Through our game viewers, explore our corpus of games either by focusing on specific genres or design elements, and discover the marketing strategies that made them known.
Now, You’re playing with History
International corpus selection committee
William Audureau (journalist), Milia Barrière (artist), Alexis Blanchet (Université Paris 3), Joleen Blom (Turku University), Antoine Clerc-Renaud (journalist), Charlotte Courtois (Université de Montréal), Mehdi Derfoufi (Université Paris 8), Cécile Fléchon (journalist and publishing coordinator), Kazufumi Fukuda (Ritsumeikan University), Rachael Hutchinson (University of Delaware), Anthony Jauneaud (studio Actezéro), Maize Longboat (Unity), Anne Ladyem McDivitt (Stanford University), Martin Roth (Ritsumeikan University), Wendi Sierra (Texas Christian University), Carl Therrien (Université de Montréal)
Team
Coordination : Dany Guay-Bélanger and Jean-Charles Ray
Gameplay analysis : Roxanne Chartrand, Kevser Güngör, Laurie Mei Ross-Dionne, Fabienne Sacy
Marketing Analysis : Laïla Courchesne, Jan Houška, Klára Kropáčková, Samuel Poirier-Poulin
Programming : Assia Doumiri and Rhodelyr Jean
UX Interface : Anouck Belthoise, Jeremy Bouchard, Assia Doumiri, Rhodelyr Jean and Carl Therrien
International Associates
Alexis Blanchet (Université Sorbonne Nouvelle), Kazufumi Fukuda (Ritsumeikan University, Kyoto), Greta Hoffmann (Karlsruhe University of Applied Science), Mikael Jakobsson (Massachusetts Institute of Technology, Cambridge), Gabriela Birnfeld Kurtz (Pontifical Catholic University of Rio Grande do Sul), Tomasz Majkowski (Jagellon University, Krakow), Souvik Mukherjee (Center for Studies in Social Sciences Calcutta, Calcutta), Farzad Parsayi (Monash University, Melbourne), Jaakko Suominen (Turku University), Jaroslav Svelch (Charles University, Prague), Alex Wade (Birmingham University), Lars de Wildt (KU Leuven)
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Therrien, Carl. 2019. The Media Snatcher: PC/CORE/TURBO/ENGINE/GRAFX/16/CDROM2/SUPER/DUO/ARCADE/RX. Cambridge : MIT Press. [En ligne]
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Therrien, Carl, Isabelle Lefebvre et Jean-Charles Ray. 2019. « Toward a Visualization of Video Game Cultural History: Grasping the French Touch ». Games and Culture: A Journal of Interactive Media. [En ligne seulement]
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Therrien, Carl. 2018. « La mise au jeu mise en récit ». Sciences du jeu. [En ligne]
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Therrien, Carl. 2017. « From Video Games to Virtual Reality (and Back). Introducing HACS (Historical-Analytical Comparative System) for the Documentation of Experiential Configurations in Gaming History ». DiGRA ’17, vol. 14, n° 1. Actes du colloque « 2017 DiGRA International Conference » (juillet), Melbourne : Digital Games Research Association. [En ligne]
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Therrien, Carl, et Isabelle Lefebvre. 2017. « Now You’re Playing with Adverts: A Repertoire of Frames for the Historical Study of Marketing Discourse ». Kinephanos, vol. 7, n° 1. [En ligne]
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Therrien, Carl. 2015. « Inspecting Video Game Historiography Through Critical Lens: Etymology of the First-Person Shooter Genre ». Game Studies, vol. 15, n° 2 (Décembre). [En ligne]
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Therrien, Carl, et Martin Picard. 2015. « Enter the bit wars. A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launch ». New Media & Society, vol. 18, n° 10 (avril). [En ligne]
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Therrien, Carl. 2014. « From the deceptively simple to the pleasurably complex. The rise of the cooperative address in video game design ». Dans Harry Agius et Marios Angelides (dir.), The Handbook of Digital Games, p. 548-572. Piscataway : IEEE Press. [PDF]
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Therrien, Carl. 2014. « Interface ». Dans Lori Emerson, Marie-Laure Ryan et Benjamin Robertson (dir.), The Johns Hopkins Guide to Digital Media, p. 305-09. Baltimore : The John Hopkins University Press.
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Therrien, Carl, et Martin Picard. 2014. « Techno-industrial celebration, misinformation echo chambers, and the distortion cycle ». Introduction. Actes du colloque « History of Games international conference » (Montréal, 27-29 juin 2013), Université de Montréal. [En ligne]
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Therrien, Carl. 2014. « Broken Beyond Repair: An Interview with Warren Spector ». InMedia, n° 4. [En ligne]
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Therrien, Carl. 2014. « Réapprendre à voir, réapprendre à agir. L’immersion vidéoludique entre concrétisation et irréalisation ». Figures de l’immersion, cahier « Remix ». Montréal : Observatoire de l’imaginaire contemporain. [En ligne]
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Therrien, Carl. 2013. « La présence vidéoludique : de l’illusion à la projection dans l’ecosystème affectif de la fiction ». Dans Louise Poissant et Renée Bourassa (dir.), Avatars, personnages et acteurs virtuels, p. 37-60. Montréal : Les éditions de l’Université du Québec à Montréal.
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Therrien, Carl. 2013. « Immersion ». Dans Bernard Perron et Mark J. P. Wolf (dir.), The Routledge Companion to Video Game Studies, p. 451-458. New York : Routledge.
Autres publications pertinentes
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Perron, Bernard, et Simon Dor. 2014. « Addressing the Preservation of Gameplaying: Archiving Actional Modalities (Execution,Resolution, and Strategy) ». Dans Bernard Perron et Federico Giordano (dir.), The Archives: Post-Cinema and Video Game Between Memory and the Image of the Present, p.117-200. Milan : Mimesis International.
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Therrien, Carl. 2012. « Interfaces »; « Help Function »; « Videotopia ». Dans Mark J.P. Wolf (dir.), Encyclopedia of Video Games, p. 288-290; 324-326; 674-675. Westport : Greenwood / ABC Clio Press.
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Therrien, Carl. 2011. « ‘To Get Help, Please Press X’. The Rise of the Assistance Paradigm in Video Game Design ». Actes du colloque « DIGRA 2011, Think Design Play » (Utrecht, 14-17 septembre 2011). [En ligne]
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Arsenault, Dominic, et Bernard Perron. 2008. « In the Frame of the Magic Cycle: The Circle(s) of Gameplay ». Dans Bernard Perron et Mark J. P. Wolf (dir.), The Video Game Theory Reader 2, p. 109-131. New York et Londres: Routledge.
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Therrien, Carl, et Bernard Perron. 2007. « >>Pointez-et-cliquez ici<< Les figures d’interactivité dans le cinéma interactif des premiers temps ». Lo stile cinematografico/Film Style, p. 395-403. Actes du colloque « 13ème colloque international d’études cinématographiques », Udine : Forum.
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Therrien, Carl. 2005. « L’appel de la simulation. Deux approches du design vidéoludique ». Dans Sébastien Genvo (dir.), Le game design de jeux vidéo. Approches de l’expression vidéo-ludique, p. 175-194. Paris : L’Harmattan.
The History of Game International Conference
1st edition : Working With, Building, and Telling History
History of Games Annual Symposium, Montreal [Site]
Therrien, Carl. « Inspecting Video Game History. Misinformation Echo Chambers, Techno-industrial Glorification, and the Distortion Cycle » (conférencier invité, “best paper award”). Colloque national de l’Association canadienne d’études vidéoludiques (CGSA/ACÉV), Brock University, St-Catharines, 27-28 mai 2014
Therrien, Carl. « The Hunt for the First-Person Shooter. Video Game Historiography through the Lens of a Critical Etymology ». 2ème colloque annuel de la série Games and Literary Theory, Université d’Amsterdam, 20-21 novembre 2014.
Goggin, Joyce, et Carl Therrien. « Constructing Bodies: Welcome to the Dollhouse », Colloque From ‘Traditional’ Games to Digital Games, Nancy, 26-28 novembre 2014.
Roux-Girard, Guillaume et Carl Therrien. « Tracing the Evolution of Gameplay ». Pressing Restart: Discussions on Video Game Preservation, New York University Game Center, 28 Septembre 2013.
Therrien, Carl. « From the Deceptively Simple to the Pleasurably Complex. The Rise of the Cooperative Address in Video Game Design ». Colloque international Histoire des jeux, Grande bibliothèque de Montréal, 21-23 juin 2013.
Therrien, Carl. « Living in the Edge, or the Mapping Situation. The illusion of Symbiosis and the Six Types of Mapping in Video Game Interface Design », Colloque national de l’Association canadienne d’études vidéoludiques (CGSA/ACÉV), University of Victoria, 4-5 juin 2013.