Le jeu vidéo comme moyen de surmonter les limites de la pensée pour envisager la catastrophe
type: Dataset
description: 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.
issued: 2026-05-19T12:16:18.607965
language: fr
modified: 2026-05-19T12:16:18.607972
contact point: Organization
  fn: CCSD
keyword: catastrophe
keyword: computer-simulation
keyword: disaster
keyword: experience-subjective
keyword: infoeu-reposemanticspreprint
keyword: jeu-video
keyword: preprints-working-papers-
keyword: shsphilhumanities-and-social-sciencesphilosophy
keyword: simulation-informatique
keyword: subjective-experience
keyword: video-game
landing page: https://hal.science/hal-00695816

Le jeu vidéo comme moyen de surmonter les limites de la pensée pour envisager la catastrophe
type: Distribution
format: HTML
issued: 2026-05-19T12:16:18.627056
modified: 2026-05-19T12:16:18.572849
access URL: https://hal.science/hal-00695816

test_moissonnage_selune
type: Agent