Louis-Etienne Dubois

The EA Sports logo is seen on a soccer pitch at the Electronic Arts office and studio complex, in Burnaby, B.C., on Sept. 29, 2025. THE CANADIAN PRESS/Darryl Dyck

What the US$55 billion Electronic Arts takeover means for video game workers and the industry

The acquisition of EA for US$55 billion is a continuation of similar consolidation trends that have been seen across the creative sector, including music, film and television.
With live service games, players are learning that what they’ve really bought is not a game but access to it. And, evidently, that access is something that can be revoked. (Unsplash/Samsung Memory)

‘Stop Killing Games’: Demands for game ownership must also include workers’ rights

With the rise of the live-service model, video games have shifted from a product you buy to a service you rent, one that publishers can switch off whenever they want.
There’s strong pressure to use more technology to capture student attention, but what about inviting students to adopt a contemplative posture?

Distance learning: How to avoid falling into ‘techno traps’

What if one of the answers to the challenges of distance learning was to go back to basics and set up less “tech” and more human contexts?
Street dancers wearing face masks dance the tango in Madrid, Spain, Dec. 16, 2020. (AP Photo/Manu Fernandez)

How to help artists and cultural industries recover from the COVID‑19 disaster

Governments, universities and creative companies that have experienced growth in the pandemic should play a role in long-term collaborative strategies to support artists and small arts companies.
La tentation - mais aussi souvent la pression - d'utiliser une foule d’outils technologiques pour capter et maintenir l’attention des étudiants ou faciliter la collaboration est souvent très forte, mais elle a ses mauvais côtés.

Formation à distance : évitez de sombrer dans la « technofolie » !

Et si une des réponses aux enjeux de l’enseignement à distance passait surtout par un retour à l’essentiel et la mise en place de contextes moins « technos » et plus humains ?
The Furby craze was a big deal in the 1990s, just like Cabbage Patch Kids were in the 1980s and Hatchimals were this decade. (AP Photo/Gregory Bull)

Not child’s play: The serious innovation behind toy making

Why do certain toys create a frenzy? Turning raw materials into something that sparks kids’ imagination is no small endeavour.

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