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Abstract :
[en] Were video game magazines, in which images occupy a predominant place (Mansuy, 2019), destined to take on an audiovisual form? Although the use of video platforms, mainly live (Twitch, YouTube live), has become widespread, offering the public a "vicarious gaming" experience (Barnabé, 2017), the journalists writing for these specialised print magazines were originally reluctant to show themselves on screen, thus indirectly integrating the "influencer" milieu. What arguments motivated this fringe of the magazine press, which was particularly cautious about the Web (Breem and Krywicki, 2020), to enter the Amazon platform, thus adopting the 'broadcast regime' (Dagiral and Parasie, 2010) of traditional newspapers? Does the investment in this new space imply a shift in ethos, from that of journalist (information) to that of host (entertainment)? What place is left within video streams for the materiality of print magazines and their long-term investigations? To answer these questions, we will analyze the streaming practices of five entities: the video game magazines JV, Canard PC and Jeux Vidéo Magazine, the morning news programme of the independent journalist Gautoz, as well as the talk show "Gâchette Gauche" (Left Trigger), thought of as a bastion of journalism specializing in video games and hosted by the generalist daily Libération. This study of the devices will be completed by "comprehensive interviews" (Kaufmann, 1999) with the journalists maintaining these spaces. We will thus question the media objectives of these different channels: entertaining extension of the game activity or real vector of specialized information resulting from a journalistic practice?