The reiterating demographical statistics have been consistent in elaborating the growing rate of the aged population in both developing and developed countries. Currently, steady increase in lifespan of certain populations has been observed which further exacerbates this trend. Governments and other stakeholders in health care have embraced solutions from various disciplines in improving the wellbeing of their elderly citizenry. Serious Games (SGs) are games that have been designed to accomplish
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Keywords : Serious Games, eHealth, elderly health care
Abstract The use of tablet computers have increased significantly in numerous parts of society during recent years, and the educational sector is no exception. Use of games in educational situations has intrigued scholars of different disciplines, presenting both favouring and opposing opinions. Whilst the educational effectiveness of the game media is discussed, research done in the area of cognitive development, psychology and pedagogy argue for the importance of play and the positive eff
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Keywords : Game design, Educational games for children, Playfulness, Educational games in Sweden
A conference dedicated to GamePlay bricks and their use to analyse and classify video games. Speakers:Julian Alvarez (Julian.alvarez@univ-lille1.fr)Docteur en Sciences de l’information et de la communication. Responsable du laboratoire consulaire Play Research Lab (PRL) dédié à l’étude du jeu et de ses usages.Plus de 150 Serious Games à son actif pour TF1, Dupuis, Milan, CNRS …Damien Djaouti (damien@ludoscience.com)Maître
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Keywords : gameplay, bricks, Game design, Classification
=====================Résumé de la présentation=====================Selon la BNF, depuis 2014, le Ministère de la Culture tient à ce que nous privilégions le vocable « jeu sérieux » à la place de « Serious Game ». Il convient cependant de souligner qu’une telle traduction introduit une subtilité. En effet, dans la langue française, la notion de « jeu »
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Keywords : Serious game
Cette présentation expose à un public génraliste un petit résumé de l'histoire des Serious Games. Programme de la journée : Cette nouvelle forme de communication et d’apprentissage, issue des jeux vidéo, se retrouve peu à peu dans tous les domaines de notre vie, de l’école au travail, en passant par notre santé ou notre citoyenneté. D’où viennent-ils, quels sont leurs usages, comment l
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Keywords : Serious Game, History
This book deals with the public scandals that struck video games in France since the 80's. The author begins with an analysis of the public image of video game players broadcasted by the industry-produced ads, and compares it to the way general media dealt with video games. It actually sown the seeds for a moral crusade against video games, such as the one conducted by the Familles de France association. The book then studies the reasons, the details, and the outcomes of this famous episode of t
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Keywords : politics, industry, moral, scandal
The Europe 2020 strategy acknowledges that a fundamental transformation of education and training is needed to address the new skills and competences that will be required if Europe is to remain competitive, overcome the current economic crisis and grasp new opportunities. Innovating in education and training is a key priority in several flagship initiatives of the Europe 2020 strategy, in particular the Agenda for New Skills and Jobs, Youth on the Move, the Digital Agenda, and the Innovation Un
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Keywords : Learning, Serious Game, Game
Abstract Since the 90s, integrating computer-based educational gaming into the learning process has been amply studied and criticized for not producing conclusive evidence, especially within the context of edutainment and CBT (Egenfeldt-Nielsen, 2005; p.265). Nonetheless, the emergence of constructivist learning environments, constructivist- centered learning approaches and instructional design models are providing new ways for integration of educational game in classrooms. A third generati
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Keywords : Edutainment, Edugame, Serious games, Education, Learning through design, Co-conception, Instructional design and model
This book is part of a series titled "the world explained to grown-ups." Hence, with its 160 pages, it aims to explain, in a simple and accessible manner, the world of video games to people who don't know anything about it. Despite its reduced size, this books successfully manages to achieve his goal, as it talks about many topics: history of video games, their art and cultural aspect, their industry, their controversies (addiction & violence), alongside with more recent topics lik
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Keywords : video game, introduction, history, art, industry, addiction, violence, gamification
This book analyses the game Grant Theft Auto IV in order to highlight the social critic (of the American dream) it embeds. Over a hundred pages, the author begins with a study of the means video games can use to broadcast meaning, before going deeper inside the missions and game system of this title to reveal its political message.
Keywords : politics, social critic, analysis, gta iv