Cahiers de Narratologie (Sep 2020)
Vers une immersion participative : étude comparée d’artefacts fictionnels en littérature, au cinéma et dans le jeu vidéo
Abstract
Our hypothesis is that, despite the apparent differences, induced by the various media, the same cognitive mechanism is at work with regard to pseudo-documentary devices, a mechanism which reinforces the impact of fiction and helps to weave the plot. This cognitive mechanism, interpreted so far according to the paradigm of the detective, must rather be considered using another metaphor, that of the role-playing player. We aim to show that the cognitive and affective implication (estrangement and immersion) of the user of fiction corresponds to an axiological positioning which becomes meaningful only if he considers himself part of the fictional world, most notably because of fictional artifacts, i.e. pseudo documents coming from the fictional world. To test and qualify this hypothesis, we study in succession three works : a novel by Fabrice Colin, Dreamericana (2003), the video game Deux Ex : Mankind Divided (2016) and the movie District 9 by Neil Blomkamp (2009), in order to establish how a form of participatory immersion, which is not limited to video games, is indeed introduced into these media supports presented as generally « passive » such as literature and cinema.
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