Research projects

2018-2019 “Toxicity within the Dead by Daylight (Behaviour Interactive, 2016) gaming community”

L’objectif général de ce projet est de décrire les sources de toxicité entre les joueurs de la communauté du jeu vidéo Dead by Daylight (2016) de Behaviour. Plus précisément, il s’agit d'identifier les facteurs qui favorisent des rapports toxiques entre certains joueurs ou certaines sous-communautés de joueurs en étudiant l'interface et les mécaniques du jeu, les comportements en jeu (analyse de données massives), les discussions hors-jeu sur les plateformes de socialisation (analyse de données textuelles) et par des données déclaratives (sondage).

2018-2023 “Big Data and video games : using big data sets to analyze an online gaming community”

This research project investigates identity, communicational, and social dynamics within online gaming communities using hybrid methods at the intersection of qualitative analysis (semiotic analysis of online platforms, laboratory analysis of gaming sessions, semi-directed interviews, group interviews, etc.) and quantitative analysis (manual or automated analysis of in-game data and out-game, online communication data). This project also seeks to critically examine the way in which big data and artificial intelligence are applied to the study of gaming communities while formulating a semiotic analysis of key concepts and technologies in these fields.

2017-2020 “Analyzing users’ practices on Classcraft’s gamification platform”

This research project’s general objective is to document and analyze how Classcraft is implemented and used in primary and secondary level classrooms. More specifically, it seeks to describe how teachers, students, and parents use the platform, as well as evaluate their assessment of the platform while studying their Classcraft and social media habits in class and online. To this end, this project uses a range of research methods: semiotic analysis of the platform, non-participatory in-class observation, individual interviews, surveys, an analysis teachers’ social media usage, and an analysis of big data sets produced on the platform.