Edutainment is the idea of using games, or even serious games, to mediate learning. It's about going beyond games as simple rewards or extrinsic motivational levers: “if you do your exercise well, you'll be able to play”. With edutainment, games are used as a tool or resource for learning. For example, it can be used to provide concrete representations of experiences, to test hypotheses, to stimulate pedagogical interaction between learners or with those proposing the activity...With
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Keywords : Game based learning, Edutainement, Serious game, Editorial, Games
Abstract:There has been a constant increase in the number of serious games. In recent years, they have become extremely important within the scientific community and their repercussions on industry have been reflected in exponential growth in terms of their economic impact. The term serious game covers an extremely wide range of video games all with very different purposes and with many different areas of application. One of the most prolific areas is the field of education and many research pap
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Keywords : Games, Unified modeling language, Proposals, Education, Avatars, Software, Adaptation models
Abstract:There has been a constant increase in the number of serious games. In recent years, they have become extremely important within the scientific community and their repercussions on industry have been reflected in exponential growth in terms of their economic impact. The term serious game covers an extremely wide range of video games all with very different purposes and with many different areas of application. One of the most prolific areas is the field of education and many research pap
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Keywords : Games, Unified modeling language, Proposals, Education, Avatars, Software, Adaptation models
Objective: Serious games are becoming popular in various healthcare domains. However, they should be designed to cater toward learners' perspectives, needs, and specifications in order to be used to their full potential in education. This study investigated the gaming experiences, motivations, and preferences of pharmacy students.Materials and Methods: An anonymous self-administered survey obtained participant demographics, gaming experiences (enjoyment level of different game genres,
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The main research question addressed in this thesis is how the choice of game type influences the success of digital educational games (DEG), where success is defined as significant knowledge gain in combination with positive player experience. Games differ in type if they differ at least by one game feature. As a first step we identified a comprehensive set of unique game features, summarised in the Game Elements-Attributes Model (GEAM), where elements are the defining components that all games
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Keywords : digital educational games (DEG), Game Elements-Attributes Model (GEAM), Video Games, Classification
ABSTRACTBackground: Serious games are motivating and provide a safe environment for students to learn from their mistakes without experiencing any negative consequences from their actions. However, little is known about students’ gaming preferences and the types of serious games they like to play for education.Objective: This study aims to determine the types of gaming aspects that students would like to play in a pharmacy-related serious game.Methods: A cross-sectional stud
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Keywords : gaming aspects, pharmacy-related serious game, pharmacy practice education, reward systems, game settings, storylines, viewing perspectives, gaming styles
As the title implies, The Untold History of Japanese Game Developers is a documentary about Japanese game developers. Originally, John Szczepaniak, a video game journalist, went to Japan in order to write a book about this topic (still in the works). During this trip he also filmed his interviews and encounters, which gave birth to a 4 hours long video documentary now available on DVD: This documentary follows John Szczepaniak's journey, with video segments featuring different materi
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Keywords : japan, history, documentary
Introduction (Broacasting our studies)
Introduction by Julian Alvarez & Pascal StacciniSince 2002, the Serious game has been attracting growing interest thanks to the prospects it promises to offer in terms of prevention, training, education, learning, therapy, communication, training, data collection and so on. Valenciennes has been hosting the e-virtuoses since 2008. This is an event with international ambitions, designed to bring together players interested in Serious games, simulation and e-learning. The main sectors addresse
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Keywords : Serious game, Serious gaming, Conferences, SEGAMED, e-virtuoses, Health, Education, Communication
ABSTRACT This thesis addresses the problems of the development of serious games, focusing particularly on bridging the gap between of two separate communities: developers and domain experts, that is, educators. Nowadays, students are used to “consume” a large number of games for different purposes (mainly for leisure), and they are expecting a certain quality level in the games (e.g. media assets, story, effects, etc.) and affecting the attitude of playing the game if it does no
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Keywords : Educational video games, Serious games, Game design, Human-Computer interaction, Game engine
The biography of Eric Chahi, a famous french creator behind the international hit Another World / Out of this World (1991). Full of pictures, this book details the main events of his career. As he is a talented but shy creator, this book doesn't detail his private life, only the videogames he created. He began when he was still at high-school, by creating games for Oric-1 and Amstrad CPC, such as Le Pacte (1986), a game that pushed him to abandon his studies at the age of 19 to pursue a full tim
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Keywords : biography, eric chahi, out of this world, another world, heart of darkness, from dust