On-lIne gAMes : for a socio-communicational approach of digital technologies and cultural reflexivity forms
How to demonstrate how the cultural arena has been changed by the digital technologies? Beyond the pro-technologies discourses, how to examine the variation (inferred by the digital technologies) between the audiences and the cultural objects? Which field to choose to try to understand the transformations resulting from the emergence of an hybrid and protean technology, without saying that computing is a cultural practice like the others?Describing the doubts and hesitations of this thesis, examining and contextualize them over time, make possible to contribute to the reception analysis and the cultural dynamics, in connection with the digital technologies. This long work has been exploring the uses of digital which, in their time, seemed to have to grow on as radically “modern”. So, in three times and three focal length, we chose to study three objects, apparently heterogeneous, but which must show the deep cultural changes due to the emergence of information and communication technologies. So, we have been studying some practices with different social and scientific status, from the readings in libraries to the videogames, along with dating sites or blogs.This methodology has finally led us to isolate a cross-disciplinary element of the studying objects and which the display is favored by the digital technologies: the rapid development of reflexive abilities of cultural audiences.