Le jeu vidéo comme moyen de surmonter les limites de la pensée pour envisager la catastrophe

The idea of disaster afflicts the mind to such an extent that it prevents us from believing what we in fact know. For instance, Bergson knew the first World War was likely to occur before it actually broke out, yet he could not believe it. Similarly, the future consequences of global warming are known. However, we do not consider it possible, which therefore prevents us from taking the necessary measures to avoid it, before time runs out. Our inability to believe in the possibility of catastrophy outside of actually experiencing it is explained by the fact that it completely upsets our existence : by its very nature, it goes beyond the possibilities of the mind. Disaster becomes thinkable, and thus possible, only once it has occurred and has become unavoidable. Making a dedicated video game would be a way to circumvent this existing mental impasse and allow us to foresee the ecological disaster coming.This would entail creating an experience for the player where all elements involved would be based on scientific knowledge. Ecosystems are complex systems whose processes can only be investigated through computer simulation. Playing this video game would expose the player, from a distance, to life conditions caused by disaster. The possibility of disaster would then become obvious, provided the game emphasized the warnings present all around us of what is going to happen if we do not take the indispensable and drastic measures to prevent it.

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Source https://hal.science/hal-00695816
Author Robert, Martine
Maintainer CCSD
Last Updated May 19, 2026, 12:16 (UTC)
Created May 19, 2026, 12:16 (UTC)
Identifier hal-00695816
Language fr
Rights https://about.hal.science/hal-authorisation-v1/
contributor Centre d'EPistémologie et d'ERgologie Comparatives (CEPERC) ; Aix Marseille Université (AMU)-Centre National de la Recherche Scientifique (CNRS)
creator Robert, Martine
date 2012-04-20T00:00:00
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metadata_modified 2025-03-17T00:00:00
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