Digital Creativity

Axis Description

For this axis, digital creativity involves exploring the possibilities for developing and enriching the creative experience and facilitating the distribution of digital works. In this area, the Chair focuses on the animation and visual effects industries, video games and immersive experiences, to stimulate innovation, encourage artistic creation and foster the emergence of new forms of cultural expression.

The main objective of this axis is to identify crucial issues within the digital creative industries, particularly in the areas of effects (VFX), animation, video games and digital experience (Xn) sectors, in order to foster research, training and development in this sector.

Members

4 Quebec Universities

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Caroline Bem holds a Ph.D. in Communication Studies from McGill University. Since 2024, she is Assistant professor of comparative literature at Université de Montréal. Her research focuses on the materiality, ethics, and aesthetics of narrative media, which she examines through close engagements with film and video games in particular. Her current SSHRC-funded Insight-Development grant (2023-2026) explores the use of video games in building awareness and contributing to the prevention of gender and sexual violence and has yielded several exhibits of small games as well as one game jam and the development of a research-based breastfeeding game (“Nipple Quest”, in progress).

Her recent publications can be found in Screen, the Journal of Cinema and Media Studies, Cinémas (Presses de l’Université de Montréal), as well as Communication & langages (Presses Universitaires de France) and she is the co-editor, with Susanna Paasonen, of a special issue on play in the journal Sexualities (Sage) as well as the editor of “Cartographier (l’intermédialité)/Mapping (Intermediality),” the 15-year anniversary special issue of Intermédialités (Université de Montréal). Together with Rosanna Maule, she is also the co-editor of a forthcoming issue of Intermédialités which will be titled “Genrer (la réutilisation)/Engendering (Repurposing)” (Spring 2027). Her long-term book project, “The Diptych: A Moveable Form”, will offer the first detailed account of the diptych in the arts, book culture, and time-based media, as well as within philosophical and political systems of thought. A shorter book on gendered and technologized spectatorial encounters with both classical and contemporary films is also in the works.

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Mélanie Boucher is a researcher specializing in museology and art history, currently a full professor in both disciplines at the Université du Québec en Outaouais (UQO). She is co-founder of the CIÉCO Research and Inquiry Group. In this capacity, she directs the research work of Axis 3 (the expanded collection) of the New Uses of Collections in Art Museums Partnership (SSHRC 2021-2028). At the same time, Mélanie Boucher holds the position of principal researcher with the Équipe Art et musée (FRQSC 2022-2026), a group of researchers, visual artists and exhibition designers from three Quebec universities. Her current research focuses on performative practices and their musealization, as well as on modes of exhibition and presentation induced by contemporary art. In 2023, she co-edited with M. Fraser and J. Lamoureux the book “Réinventer la collection : l’art et le musée au temps de l’évènementiel” (PUQ).

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Patrick Cohendet is professor at HEC Montréal in the International Business Department. His research interests include Economics of Creativity and Knowledge Management, Economics of Innovation, Theory of the firm, Economics of Knowledge. He is member of the Royal Society of Canada.

He is the author of 20 books and over 120 articles in refereed journals, such as Research Policy, Organization Science, Industrial and corporate Change, Journal of Economic Geography, Long Range Planning, etc. He was the supervisor of more than 80 Ph.D. He conducted a series of economic studies on the economics of innovation for different international organisations such as the European Commission, the Council of Europe, the European Space Agency or the Canadian Space Agency. He is co-director of the hub Mosaic at HEC Montréal on the management of innovation and creativity.

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Yan Breuleux is a Full Professor at the School of Digital Arts, Animation, and Design (NAD), Université du Québec à Chicoutimi (UQAC). A practitioner-researcher and visual artist working in the field of A/V performance, his work is grounded in a research-creation approach dedicated to visual music and immersive dispositifs, exploring the relationships between sound, image, and space. For over a decade, he has collaborated with musicians and composers on the creation of audiovisual works for multi-screen, panoramic, architectural projection, and full-dome (fulldome) environments. As part of the duo PURFORM, in collaboration with composer Alain Thibault, he has contributed to numerous immersive projects exploring the sensory, spatial, and performative dimensions of sound and image.

Instagram

Facebook

Flickr

Mimesis

Grants

FRQSC

Chaire de recherche en économie créative et mieux-être (CREAT)

Role: Head of Digital Creativity Axis.
Value: $4,000,000 ($1,000,000/axis).
Duration: 2022-2023 to 2027-2028 (5 years).

Mais qu’est-ce que le fruit du mûrier? Valoriser et transmettre l’expérience vécue des femmes dans le processus de design de jeu vidéo.

Soutien à la recherche-création pour la relève professorale
Role: Principal researcher
Value: $44 723
Duration: 2022-2025

Attirer et retenir les talents en région pour favoriser l’entrepreneuriat innovant au Québec

PERSÉIS
Role: Collaborator (Principal researcher : Julie Bérubé, UQO)
Value: $380 627
Duration: 2023-2024 to 2025-2026

“En jeu pour la musique” – Jouer et cocréer pour apprendre la musique : retombées et innovations

Soutien aux équipes de recherche
Role: Co-researcher (Principal researcher : Francis Dubé, Université Laval)
Value: $269 612

CRSH

Recherche-création, créativité numérique et transformations sociales 

CONNECTION, in partnership with Hexagram, Behaviour Chair and Milieux Institute

Role: Principal Researcher
Value: $48 164
Duration: 2026 (1 year)

Analyse comparée des transformations des activités de création par les technologies d’intelligence artificielle – adoption, usages et stratégies d’innovation

INSIGHT
Role: Collaborator (Principal researcher : Laurent Simon, HEC)
Value: $91 000
Duration: 2024-2026

La collaboration interdisciplinaire dans les équipes de développement de jeux vidéo

INSIGHT
Role: Principal researcher
Value: $69 454
Duration: 2022-2024

HEXAGRAM

Hexagram réseau de recherche-création en arts, cultures et technologies

FRQSC – Regroupement stratégique

Co-researcher since 2023. Hexagram has received an additional $1,827,000 to cover seven years, from 2020 to 2027.

CAC (Proceedings)

Digital Creativity Digital Creativity

Chiapello, L. (2025, mai). «Things happen» : Rethinking our relationship with game authoring tools through NonTeleological Action. ISEA 2025 : 30e Symposium international sur l’art électronique, Séoul, Corée du Sud. https://isea2025.isea-international.org/program/full-program/

Digital Creativity Digital Creativity

Chiapello, L. (2023, 4 au 7 juillet). Bridging video games and ecology through systemic game design, [Conférence]. ISAGA International Simulation and Gaming Conference, La Rochelle, France.

Digital Creativity Digital Creativity

Chiapello, L. (2022, 3 au 16 octobre). Systemic Design and Game Design: The equilibrium gameplay loop, [Conférence]. Relating Systems Thinking and Design (RSD11) Symposium Brighton, UK.

Digital Creativity Digital Creativity

Chiapello, L., et Bousbaci, R. (2022, 25 juin au 3 juillet). It’s complicated: Dewey, Schön and reflection-in-action, [Conférence]. Design Research Society Conference 2022, Bilbao, Espagne.

Digital Creativity Digital Creativity

Chiapello, L., & Dumitrache, I. (2022, 20 au 24 avril). From Analysis to Systemic Modelisation of Games: The Equilibrium Gameplay Loop, [Conférence]. Game Analysis Perspectives Conference, Copenhague, Danemark.

CNA (Non-refereed communication)

Digital Creativity Digital Creativity

Chiapello, L. (2025, October 30). Le rôle de l’artiste en innovation technologique et scientifique [Panel]. MTL connecte 2025, Montréal, Québec, Canada. https://mtlconnecte.ca/2025-programmation/

Digital Creativity Digital Creativity

Chiapello, L. (2025, October 1st). Game design : méthodes systémiques, génération de design, nouveaux outils, prototypage accéléré [Panel]. Sommet de l’innovation en jeu vidéo, Montréal, Québec, Canada. https://www.cdrin.com/sommet-jeu-video/

Digital Creativity Digital Creativity

Chiapello, L (2025). Exprimer, expérimenter et critiquer. Le jeu vidéo.CLTRS [communication orale]. Conférence spéciale en design de jeux, Haute Ecole Albert Jacquard, Namur, Belgique.

Digital Creativity Digital Creativity

Chiapello, L. (2024). La place du design dans les nouveaux espaces immatériels : développer la sagesse pratique des designers de jeux vidéo [communication orale]. MUTATIONS : Où va le design ? Colloque des 50 ans de l’École de design de l’UQAM, Montréal, Canada.

Digital Creativity Digital Creativity

Chiapello, L. (2024). Du design au design de jeux, enjeux d’éthique et d’élégance [communication orale]. Journée d’étude : Naviguer entre recherche création et perspectives critiques est-il possible ? Réflexions et discussion à partir du design numérique et d’interaction., Laval, Canada.

Digital Creativity Digital Creativity

Chiapello, L. (2024, 6 mars). Le design de jeu élégant [communication orale]. Conférence spéciale, Montpellier, France.

COC (Contribution to a collective work)

Digital Creativity Digital Creativity

Chiapello, L., Paillon, C. (2025). Scenic : la téléprésence au service de la culture entre régions. Dans Bérubé, J. et Paquette, J. (Eds.), La culture en région : réussites et défis à relever (pp. 1-10). Éditions JFD.

Digital Creativity Digital Creativity

Chiapello, L. et Glesser, F. (2022). Drop/let’s/fail to connect. Dans L. Clark et R. Kelomees (dir.), [Re|Dis]Connection: Interactive Storytelling Art (p. 159-174). ETC Press.

COF (Refereed communication)

Digital Creativity Digital Creativity

Chiapello, L. (2025, 18 novembre). Jeux vidéo et citoyenneté culturelle [communication orale]. 21e rencontre de la Table de concertation en littératie numérique du Québec, Montréal, Qc, Canada. https://ti.to/printemps-numerique/21e-rencontre-de-la-table-de-concertation-en-litteratie-numerique

Digital Creativity Digital Creativity

Chiapello, L., Joli-Desautel, A., Lessard, J. et Perreault-Roy, G. (2025, 1er octobre). L’Innovation en design de jeu [panel]. Sommet de l’innovation en jeu vidéo 2025, Montréal, Qc, Canada.

Digital Creativity Digital Creativity

Chiapello, L. (2025, July 2). Exploring collaborative practices in video game development: An ethnographic study [Oral communication]. DiGRA 2025 : Digital Games Research Association Conference, Valletta, Malta. https://easychair.org/smart-program/DIGRA2025/

Culture in the regions Culture in the regions
Digital Creativity Digital Creativity

Bérubé, Julie, Laureline Chiapello. (2025, 7 mai) Culture, régions et créativité numérique. 92e congrès de l’ACFAS, Colloque Culture, régions et créativité numérique. Montréal.

Digital Creativity Digital Creativity

Chiapello, L. (2024, 16-19 juillet). « A Prototype, Which Prototype? » Exploring Tensions in Using Digital Prototyping Tools in Video Game Projects. EASST-4S, Amsterdam, Pays-Bas. https://www.easst4s2024.net/

Digital Creativity Digital Creativity

Chiapello, L. (2024, 15-18 juin). The Contribution of Pragmatist Philosophy to the Future of Game Studies [communication orale]. Canadian Game Studies Association Conference. Montréal, QC, Canada. https://gamestudies.ca/conference-conference/

Digital Creativity Digital Creativity

Chiapello, L., Hawey, D., Benoit, J., Raffis, E. et Calixte, A. (2024, 13-15 juin). Pouvoir et collaboration au sein d’une équipe de développement de jeu vidéo [communication orale]. CIFEL Colloque interuniversitaire francophone d’études ludiques, Montréal, QC, Canada.

Digital Creativity Digital Creativity

Chiapello, L. (2024). L’artgame : un espace convenable pour un jeu inconvenant (CLTRS) [communication orale]. Colloque ARTGAME, Montréal, Canada.

Digital Creativity Digital Creativity

Chiapello, L. (2023, 28 août-1 septembre). Science, art et santé : la place du savoir [communication orale]. École d’été 2023 – Arts, Culture et Santé, Quelles relations ? Pour quels bénéfices ?, Montréal, QC, Canada. https://ageteq.ca/ecole-dete-2023-arts-culture-et-sante/

Digital Creativity Digital Creativity

Chiapello, L. (2023, 28 août-1 septembre). Économie créative – la créativité comme dimension de l’agir humain [communication orale]. École d’été 2023 – Arts, Culture et Santé, Quelles relations? Pour quels bénéfices ?, Montréal, QC, Canada. https://ageteq.ca/ecole-dete-2023-arts-culture-et-sante/

Digital Creativity Digital Creativity

Chiapello, L. (2023, 21 juin au 8 juillet). Design: problem solving/problem setting [communication orale]. Mosaic Summer school on management of creativity in an innovation society, Barcelone, Espagne. https://ecole-ete.hec.ca/programme/

Digital Creativity Digital Creativity

Chiapello, L. (2023, 7 juin). Programmation de jeu vidéo – les défis de la collaboration interdisciplinaire [communication orale]. Journée Francophone des Femmes en Informatique, Montréal, QC, Canada. https://jffi.ca/2023

Digital Creativity Digital Creativity

Chiapello, L. (2023, 25-26 mai). Rapprocher design de jeu et écologie par l’approche systémique [communication orale]. Colloque universitaire Enjeux, Montréal, QC, Canada. https://homoludens.ca/programmes-de-en-jeux

Digital Creativity Digital Creativity

Chiapello, L. (2023, 11-12 mai). Défis de design et d’immersion en réalité virtuelle et réalité augmentée [communication orale]. Cartographier, médier et favoriser l’activité créative au Québec pour le mieux-être citoyen, Montréal, QC, Canada. https://www.acfas.ca/[…]/661/c

Digital Creativity Digital Creativity

Chiapello, L. (2023, 10-12 mai). Encourager la recherche-création en jeux vidéo : la réception bienveillante du Ludum Dare [communication orale]. CIFEL – Colloque interuniversitaire francophone d’études ludiques, Montréal, QC, Canada. https://www.acfas.ca/[…]/304/c

Digital Creativity Digital Creativity

Chiapello, L. (2023, 10-12 mai). Tu crois que tu peux gagner ? Things happen, Plants Make People Happy, Drop/lets/fail to connect [communication par affiche]. CIFEL – Colloque interuniversitaire francophone d’études ludiques, Montréal, QC, Canada. https://www.acfas.ca/[…]/304/c

LIV (Book)

Digital Creativity Digital Creativity

Bourbonnais, S., Leblanc, S., Mathieu, M.-C., St-Onge, A. & Chiapello, L. (2023). Nous sommes tous des astronautes : Scénarios et prototypes pour des temps extrêmes. Complément 2 : Essais sur la réalité et le virtuel. Presses de l’Université Laval.

Culture in the regions Culture in the regions
Digital Creativity Digital Creativity

Bérubé, J., Chiapello, L. et Caron, H. (2025). Managing Projects in the Creative Industries. Routledge.

RAC (Peer-reviewed journal)

Digital Creativity Digital Creativity

Chiapello, L. et Chouinard, C. (2024). The impact of a quadrupedal avatar on virtual reality locomotion. Well Played, 12(2), 1–34.

Digital Creativity Digital Creativity

Chouinard, C.-R. et Chiapello, L. (2024). Paws and Presence : The Impact of a Quadrupedal Avatar on Virtual Reality Locomotion. Well Played, 12(2), 1-34. https://press.etc.cmu.edu/journals/well-played-vol-12-no2

Digital Creativity Digital Creativity

Meury, S., et Chiapello, L. (2024). Identification et utilisation des métaphores dans le cadre du concept art d’environnements : la création d’un village aquatique. Kinéphanos.

Digital Creativity Digital Creativity

Chiapello, L. (2023). Créativité et réflexivité dans Animal Crossing New Horizons. Quand la situation « en jeu » constitue un remède à la situation pandémique « hors jeu ». Kinephanos, 9(1). 76-101. https://www.kinephanos.ca/

Digital Creativity Digital Creativity

Chiapello, L. (2023). Experience, Rationality, Situation and Fallibilism: Establishing a Feminist Pragmatist Epidtemology in Game Studies. Games and Culture, 0(0). https://doi.org/10.1177/15554120231186265

Digital Creativity Digital Creativity

Chiapello, L. (2023). The Game Plants Make People Happy: Exploring Agency through Research-Creation. Journal of Digital Media & Interaction, 6(14), 33-51. https://doi.org/10.34624/jdmi.v6i14.32068

Digital Creativity Digital Creativity

Caeyers, F. et Chiapello, L. (2022). Environemental storytelling in dark rides: A research-creation on designing immersive attractions. International Theme & Amusement Park Journal, 3(4). https://seoul.edu/wp-content/uploads/2023/01/Original-3.pdf

Digital Creativity Digital Creativity

Chiapello, L. (2022). Creativity Paradigms and Game Design Research: A Transdisciplinary Approach. Journal of Creative Behavior, 56(1), 125-137. https://doi.org/10.1002/jocb.520

Works, Performances and Exhibitions

Digital Creativity Digital Creativity

Chiapello, L. (2025, November 14). CLTRS [Demonstration]. Pixels and Poutine, Montréal, Québec, Canada.

Digital Creativity Digital Creativity

Chiapello, L. (2025, August, 14-28). CLTRS [Exhibition]. Village Numérique, MUTEK, Montréal, QC. Canada. https://village-numerique.mutek.org/fr/parcours/espace-innovation

Digital Creativity Digital Creativity

Chiapello, L. (2023, 11-15 november). CLTRS. [Video Game 3D]. International Conference on Interactive Digital Storytelling 2023 Art Exhibition, Kobe, Japan. https://icids2023.ardin.online/

Digital Creativity Digital Creativity

Chiapello, L. and Glesser F. (2022, October, 5-16). So you think you can win?, Things happen, Plants Make People Happy, Drop/lets/fail to connect [series of 3 video game 2D]. Festival du nouveau cinéma 2022, Montréal, QC, Canada. https://nouveaucinema.ca/fr/51e-edition

Digital Creativity Digital Creativity

Chiapello, L. and Glesser F. (2022). Plants Make People Happy. [Game Web]. https://yetanotherportfolio.fr/frame/ld50

Projects Digital Creativity

Digital Creativity Digital Creativity
14 October 2025

Interdisciplinary Collaboration in Video Game Development Teams

Collaborative Project with Dave Haway, Jocelyn Benoit, Maxime Deslongchamps-Gagnon, Edouard Raffis, and Alice Calixte.
Digital Creativity Digital Creativity
19 March 2025

AVNU, a Collaborative Mapping Platform

Digital Creativity Digital Creativity
6 March 2024

Digital Creativity and Cultural Citizenship in Circus Arts

A research project conducted in partnership with the École de cirque de Verdun examining the contribution of digital creativity to the development of cultural citizenship and artists’ engagement.
Digital Creativity Digital Creativity
3 November 2023

“CLTRS”: Valuing and sharing the lived experience of women in the video game design process

"CLTRS" is an immersive video game experience that highlights female pleasure within an intimate and sensual universe. Through open-ended and contemplative exploration, the game transforms curiosity into an act of affirmation and offers a work emerging from a research-creation approach.
11 February 2026

SSHRC funds structuring initiative in digital creativity at the CREAT Chair

Culture in the regions Culture in the regions
Arts and Health Arts and Health
Digital Creativity Digital Creativity
Discoverability Discoverability
5 June 2025

The game CLTRS on steam

Digital Creativity Digital Creativity
14 February 2025

Laureline Chiapello publishes an article in ACFAS Magazine

Digital Creativity Digital Creativity
16 December 2024

Laureline CHIAPELLO co-directs a new collection at PUQ360

Digital Creativity Digital Creativity
14 August 2025 – 28 August 2025
[ Entrée libre ]
Montréal
Digital Creativity Digital Creativity

CLTRS in the Hexagram selection at the Village Numérique of the MUTEK Festival

21 May 2026 – 22 May 2026
[ Sur inscription ]
Montréal
Culture in the regions Culture in the regions
Arts and Health Arts and Health
Digital Creativity Digital Creativity
Discoverability Discoverability

CREAT Conference, May 21-22, 2026

24 March 2025 – 31 March 2025
Montréal
Digital Creativity Digital Creativity

Game design to raise awareness and prevent gender-based and sexual violence

Latest Podcasts & Videos

“L’écho des Plantes” : An Ecological and Poetic Opera

21 November 2025

Is it possible to create an opera with plants?
This episode takes you inside a groundbreaking artistic initiative.

Imagined in collaboration with teenagers, L’Écho des Plantss is a transdisciplinary opera that brings together living systems, the arts, and science in a dynamic dialogue.

Charlotte Gagnon (Manager of Social Action and Education at Opéra de Montréal / Co-founder and Co-Artistic & Executive Director of Productions Rigoletta) and Antoine Bellemare (multidisciplinary artist and postdoctoral researcher) take us behind the scenes of this collective creation, where emotions, plant signals, and words intertwine to shape a new way of listening to the world.

Understanding Regional Dynamics

23 February 2026

Cultural communities in the regions of Quebec face unique challenges, but also promising opportunities. Two members of CREAT, Valérie Yobé, Associate Professor at the School of Arts and Cultures (ÉdAC) at the Université du Québec en Outaouais (UQO), and Hamed Motaghi, Associate Professor in the Department of Administrative Sciences at the same institution, share their research on regional cultural dynamics and their impact on territorial development.