A self motivated thesis on the inner workings of competition in games and how it can be improved. It defends the idea that making competition more accessible is not only beneficial to the competition in itself but is also a strategic position in the current market.


Originally written in 2017, some of the case studies are now outdated and I'm more aware of development constraints. My thoughts have also evolved on some topics like the importance of viewer intuitiveness, players' mental overhead or mindgame matrices and Nash equilibriums. Nonetheless I believe a lot of it to still be quite relevant.


It was written in French,  but the first part (on the theory of the approach) is available in English.