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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Érudit's RSS Feed</title><link>http://www.erudit.org/en/</link><description>Number Spécial, 2026</description><atom:link href="http://www.erudit.org/en/journals/kinephanos/rss.xml" rel="self"/><language>en</language><lastBuildDate>Thu, 03 Sep 2026 03:17:45 +0000</lastBuildDate><image><url>https://assets.erudit.tech/static/img/logo-erudit.daebca8dc4fc.png</url><title>Érudit</title><link>https://erudit.org</link></image><item><title>Jardins de la critique vidéoludique (JCV)</title><link>http://www.erudit.org/en/journals/kinephanos/2026-nspecial-kinephanos010961/1126846ar/</link><description>Jesse Aidyn Dugas&lt;br /&gt;This article describes the Gardens of Video Game Criticism (GVGC), a research-creation work developed as part of a larger research project on video game criticism. The GVGC take the form of 3D virtual gardens rendered in real time and explorable from a first-person perspective. They act as an alternative data visualization tool and as a meeting ground for various works and analyses produced by members who worked on the research project. The article discusses the conceptual and technical challenges involved in creating a video game based on a large research database, as well as the hopes that motivated the project and its potential for further research.</description><guid>http://www.erudit.org/en/journals/kinephanos/2026-nspecial-kinephanos010961/1126846ar/</guid></item><item><title>Plateformisation du jeu vidéo : comment Roblox, Fortnite et Minecraft façonnent le temps de jeu</title><link>http://www.erudit.org/en/journals/kinephanos/2026-nspecial-kinephanos010961/1126847ar/</link><description>Sarah Dethise Martinez&lt;br /&gt;Over the last few decades, video games have grown rapidly, becoming one of the most popular digital practices, particularly among children and teenagers. This activity is evolving in an environment marked by the need for the video games industry to influence gamer behaviour to meet its economic objectives. Like the major platforms, some games feature mechanisms designed to extend gaming time and encourage players to return regularly. In this article, we look at how these mechanisms are implemented on leading gaming platforms such as Roblox, Fortnite and Minecraft.</description><guid>http://www.erudit.org/en/journals/kinephanos/2026-nspecial-kinephanos010961/1126847ar/</guid></item><item><title>Penser le confort au-delà du cozy gaming : sortir le capitalisme du feelgood</title><link>http://www.erudit.org/en/journals/kinephanos/2026-nspecial-kinephanos010961/1126848ar/</link><description>Emmanuelle Lescouet, Amélie Vallières and Pierre Gabriel Dumoulin&lt;br /&gt;Cozy games have enjoyed a growing popularity over the last decade, and the term ‘cozy’ itself is slowly becoming a marketing buzzword that fits in a capitalist production model, which seems paradoxical given the sense of tranquility and gentleness these games seek to evoke. In this article, we explore the gaming experience lived by gamers in cozy games through a corpus study. First, we discuss what constitutes the cozy experience, before focusing on the experiences arising from the representations of labour, and concluding with an activist approach to coziness.</description><guid>http://www.erudit.org/en/journals/kinephanos/2026-nspecial-kinephanos010961/1126848ar/</guid></item></channel></rss>