About us

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Marsouin is a research network in social sciences created in 2002 by the Britany Regional Council (France). It gathers scholars from the four universities of Bretagne and three prestigious schools. Marsouin consists of 19 labs, working on digital practices. About 200 scholars specialized in social sciences in Western France are part of Marsouin.

The network works on scientific projects supported by the ANR, the MSHB, territorial authorities or other public and private actors. Marsouin is an active member of the World Internet Project. It is a collaborative international project which includes countries from all the regions of the world. The WIP conducts detailed research, generates a wealth of publications and holds annual conferences looking at the impact of these new technologies.
For those reasons, Marsouin is a research network composed of experts in digital technologies and its societal impacts.

A unique system in France

Its uniqueness lays on the networking of multidisciplinary teams in human and social sciences. They share the same interest in studying how digital tools are transforming our life and society. Marsouin gives its members the opportunity to pool their tools: their methodological skills in one hand and a financial support for the research on the other hand.

Click here to download the english presentation brochure.

Omni : the observatory

Omni couples academic resarch topics and surveys to produce original and meaningful analysis.
Methodology. Building questionnaires, sampling, through quotas to guarantee representativeness. Rigorous and up to date sampling in depth questionnaires.
Content. Pre-test, pilot studies, users needs.
Treatment. Cleaning database, statistical analysis (cross and frequency tab) specific treatment, multivariate analysis (typology, factorial analysis), econometrics.

Latest articles in english

  • A Web Replication of Snyder, Decker and Bercheid (1977)’s Experiment on the Self-Fulfilling Nature of Social Stereotypes

    , by Camilo Charron, Jacques Fischer-Lokou, L. Lamy, Marcel Lourel, Nicolas Guéguen

    Expectations often result in actions that elicit expectancy-confirming behaviors. Research indicates that the different, and almost always more positive, personality characteristics are attributed to attractive, as compared with unattractive individuals (for reviews see Eagly, Ashmore, Makhijani & Longo, 1991) and Lamglois et al, 2000). In a classic demonstration of this phenomenon, Snyder, Decker-Tanke, and Berscheid (1977) had male participants engage in a telephone conversation with a female confederate. When the participants believed that the confederate was an attractive woman they behaved in a more friendly, likeable, and sociable manner than they did when they believed the confederate was unattractive.

    Based on the results of Synder et al. (1977) and Walther, Slovacek, and Tidwell, 2001), we hypothesized that an attractive photo accompanying a woman’s personal advertisement on an internet dating site would produce greater involvement from male respondents and increase the likelihood that their communication would elicit a reply from the woman.

  • Students and Video Game Players

    , by Magali Moisy

    Abstract : Some studies show that video games are used in teaching (Foreman 2004) and others report on players learning through their leisure activities online (Perriault 1987; Berry 2007), as formerly was the case through ordinary games. Even though the latter have been recognized by many researchers as leisure activities (Natkin 2003; Lafrance 2006), they were already used as learning tools (Brougère 1995, 2004).

    However, since the beginning of time, play has been more or less directly opposed to work (Caillois 1967; Henriot 1989). The term “work” can be related to the notion of school work for children and adolescents, and to academic work for young adults. But, if for the former, parental and teacher supervision proves to be sufficient so that game playing does not encroach too much upon school work, what are the effects when institutional and parental frameworks are less evident?

    Such is the situation in which most university students who play video games find themselves. In fact, recent studies mention the risk that these young adults who play on the Internet could potentially put less effort into their studies to spend more time playing on-line games (Valleur 2003; Griffiths 2004).

    This paper presents part of the results of a study being done for a doctoral degree in Education, using a psychoanalytically-oriented clinical approach (Blanchard-Laville, Chaussecourte, Hatchuel et Pechberty, 2005). My research analyzes students’ psychological investment in video games and their game-study relationship. The objective is to show, through the in-depth analysis of three non-directive interviews done with student gamers, how video games are experienced as leisure tools, but also as learning tools at the same time. For the first two students, their intensive use of video games, which became their object of study for a time, was transformed into what we can call addictive. However, in the end this particular experience of video games permitted them to better come to know themselves. As regards the third student, video games are for her as for her mother informal tools for leisure and learning which do not conflict with her studies.

  • Developing FLOSS, a market driven investment.

    , by Nicolas Jullien

    Over the last few years, FLOSS (Free Libre Open Source Software) has become a commercially viable reality of the first order, with an increasing number of companies getting involved in the communities developing it (Lakhani & Wolf 2005). In this article, we try to explicit the link between market offer and involvement into communities.

    To do so, we surveyed francophone companies (France, Belgium, Switzerland) affirming a utilization of FLOSS in their commercial activity. Based on roughly 500 companies concerned, we obtained 141 usable responses and we statistically verified the link between FLOSS commercial strategies and degree of involvement into communities. We propose a typology of commercial strategies explaining the differences in involvement and we validate this typology thanks to a ascendant hierarchical classification (AHC) on them.

  • To think "citizen journalism".

    , by Denis Ruellan

    Abstract.

    Since 2005, the Internet has given rise to several novel initiatives concerning journalism designated by the generic term "citizen journalism". Underlying a set of heterogeneous systems, a unique principle can be observed: web users, who are not professional journalists, contribute directly to the production of the daily news. These practices raise a series of questions, one of which is the link, in the media and journalism, between professional and amateur practices (pro-am) and which we will examine in this article.

    Keywords: journalism, citizen journalist, pro-am.

    This text is from a paper presented October 9th 2007 in Natal (Brazil) at the opening of the colloquium Comunicação, História e Política organized by the Universidade Federal do Rio Grande do Norte.

    This paper is based on work carried out jointly with Florence Le Cam, senior lecturer, and Olivier Trédan, doctoral student at University of Rennes 1, CRAPE-Arènes, GIS M@rsouin.