Role-playing – Research workshop day

Monday, November 28, 2022

Call for participation

The exchange of role and place is constitutive of the democratic process (isonomy). This workshop day aims to lay the foundations for a structuring research project supported by the Ministry of Research (MRSEI).

It intends to clarify the notion of role within its semantic neighborhood (model, ethos, avatar, position, function, character, character, job, type, place). One of the objectives is to map the major contributions that constitute the theoretical environment of role and role-playing (Diderot, Hegel, Kierkegaard, Mauss, Sartre, Simmel…). The approach adopts a multidisciplinary angle bringing together the performing arts, anthropology, language sciences, digital humanities, information and communication sciences, interactive fiction, psychology (Gestalt), psychoanalysis, psychology (Gestalt), hermeneutics, STAPS (non-exhaustive list).

Cultural practices, sports, devices, uses but also training, storytelling: the hypothesis underlying this research project is that of an epistemic transition involving the transformation of “scopic regimes” (Philippe Descola) and the processes of identification: projection methods, interiority/envelope relationship, displacement of the links between visible and invisible, new rituals, new masks, design fiction and speculative design, personalized modeling and mediation in scientific, professional, commercial (management, marketing) frameworks. This mediational transition can generate conflicts of interpretation and identification around cultural and media productions, whether old or current, selective or massive, scholarly or popular.

The day of November 28 is thought of as a workshop.

  • In the morning: distribution of a sample of texts, interventions by participants who present one or more key texts of their choice, discussion.
  • Afternoon: prefiguration of the project.

Protocol :

To participate in the workshop day, please send your proposal before October 15 to the address, specifying

  • The disciplinary field(s),
  • The key text(s) that will be put in the common pot and presented by the speaker (max. 3 texts)

A few examples that do not exclude transversal approaches:

  • Role and role-playing in a literary, plastic, cinematographic work, etc.
  • Role and role-playing in the thought of…
  • Role and role play in a cultural, therapeutic, professional practice
  • Role and role play in training (artistic, professional)
  • Role-playing and role-playing and new technologies

A few things to think about:

  • Exchange and change of place in democratic imaginations
  • Projective mechanisms in psychology
  • The actor and his mask
  • the role model and its uses (Hollywood, advertising, mentoring)
  • The use of acting in management
  • The player and his avatar
  • Roles 2.0 and 3.0
  • enlist, enlist
  • Modeling and prescription in the women’s press
  • The Hollywood figure of the psychopathic actor
  • Gaston Berger and the scenario method
  • The serious game (serious game)
  • The mimesis of the chameleon

Scientific Committee:

Isabelle Barberis

Diego Gachadouat

Flora Garcin-Marrou

David Christoffel

Olivier Fournout

Pierre-Philippe Meden

Sylvie Roque

Bibliographic tracks:

“The spirit of the game. Play, give, indulge”, Review of MAUSSNo. 45, 2015

Danièle André, Alban Quadrat (dir.), Tabletop Role Playing, A Laboratory of the Imagination, Classiques Garnier, 2019.

Juri Armanda, Annie Le Brun, This will kill that. Image, gaze and capitalStock, 2020.

Vincent Berry, The Virtual ExperienceRennes University Press, 2012.

André Berthoz, Gérard Jorland (ed.), EmpathyOdile Jacob, 2004.

Roger Caillois, games and peopleGallimard, 1958

Olivier Caira, Define fiction. From novel to chess gameEHESS editions, 2011.

Olivier Caira, Role games. The Forges of FictionCNRS, 2007.

Patrick Charaudeau, The Manipulation of TruthLambert-Lucas, 2020.

Philippe Descola, The Forms of the VisibleThreshold, 2021.

Denis Diderot, Interview on the Natural Son1757.

Guy Dumur, The Pirandello TheaterThe Ark, 1955.

Fanny Georges, Virtual identities, web 2.0 user profilesTheoretical issues, 2007.

Semiotics of self-representation in interactive devices2007.

Jocelyn Gadbois, Christine Dallaire, Michael Robidoux (dir.), “Playing, act of identity construction? », Ethnology32, 1, 2010, 5-27

Maurice Godelier, The imagined, the imaginary, the symbolicCNRS, 2015Erwing Goffman, The staging of daily life1973.

Jack Goody, The fear of representations. Ambivalence towards images, theatre, fiction, relics and sexualityDiscovery, 2006 (1997)

Ernst Gombrich, Art and illusion, psychology of pictorial representation (1977), Phaidon, 2002.

Roberte Hamayon, Player. An anthropological investigationDiscovery, 2012

Johan Huizinga, Homo ludens. Essay on the social function of play1938.

Jean de La Bruyere, The characters1668.

J.-K. Wash, Essay on physiognomy1778.

Alex Mucchielli, Role-playing gamesPUF, 1983.

David Peyron, “The playful appropriation of fictional worlds among fans of fantastic imagination”, Questions23, 2016:

Ugo Roux, Noémie Roques, “Tabletop role-playing game 2.0: from living room to streaming platforms”, game science, 10: “What does the game commit us to? », 2018,

Jean paul SartreBeing and Nothingness1943.

Paul Ricoeur, yourself as anotherThreshold, 1990.

Brice Roy, “For an overcoming of the theories of game and play », game science11, 2019:

Yves Schmeil & al., “When simulating stimulates. Pedagogical innovation and decision-making research”, French journal of political science64, 3, 2014, 479-501

Serge Tisseron, Empathy at the heart of the social game, Albin Michel, 2011.

Laurent Tremel, Role-playing games, video games, multimedia. The makers of worldsPUF, 2001

Audrey Tuaillon Demésy, “Playful practice of combat and martial arts in life-size role-playing games”, in A. Épron, P. Philippe-Meden, F. Heuser (dir.), Innovation. combat sports and martial arts, PUT1C, 2021

Anne-Christine Voelckel, “Playing together. Biographical approach to a hobby: role-playing contemporary society21, 1995, 57-74

With the support of Paris 7 University, CERILAC and the EMOI axis – Aesthetics, Music, Orality, Image.

Role-playing games (Paris Cité University)

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