Since 1990, a significant aspect of digital edition appeared in authors' CDroms. This work aims to criticize the aesthetic aspects of these editorial forms. A survey of publications is followed by the critical study of five artworks. Both the playful action and the way the story is constructed implicate aesthetic reception. Perceived as antagonistic yet similar, game and narrative are considered theoretically. This reflection considers that distinct modes are situated between "game" and "play" and insists on the importance of a tellable level of the story which precedes the verbal account. These distinctions which seem to characterize the aesthetic reception of these artworks, authorize a more complex form than mere initial temporal opposition. Criticism of CDroms will depend on these distinctions to present new analytical perspectives : a preliminary impression induced by the object, the use of the program by way of experimental negotiation and, finally the program ending.
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