To develop a complex learning game, it is necessary to use an iterative design methodology, since the design task is particularly challenging. Within an ongoing project that uses such a methodology, for each iteration and for each part of the game, four dimensions are analyzed: ludic, epistemic, ergonomic and contextual. Some questions regarding assessment in this context are raised, especially regarding the balance
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Keywords : Learning video game, Instructional game design, Evaluation, Iterative design
In this paper we proposed a gamification methodology for Korean language education. We suggested gamification elements that increased the fun factor and induced immersion by analyzing the successful gamification cases which can be classified into three types; management, Implementation, and self-expression. Then, we analyzed Korean learning theory and methods to extract four key aspects, listening, speaking, vocabulary and culture from eight Korean learning function. Finally, by using Korean Wav
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Keywords : Korean wave, Korean language, Korean learning, Gamification, Game, Education, Learning
Many studies support serious games as a tool for motivating and learning improvement. Some work have already evaluated the influence of competition and collaboration aspects on learning using such games but little research has been published regarding the usage of both aspects at the same time. A systematic literature mapping has been done, searching for serious games that have embodied both collaboration and competition in its gameplay. From 742 papers analyzed, 17 of them were selected. The ma
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Keywords : Serious Game, Learning, Evaluation, Studies
This book analyses the modern wave of board games coming from Europe (mainly Germany), such as: Settlers from Catan, Carcassone, Ticket to Ride, Agricola, etc. After an introduction aiming to define the different kinds of "non digital" games (mass-market games, wargames, hooby games, etc.), the author details the captivating history of Anglo-American board games between 1960 and 1995: Acquire, Monopoly, Civilization, Illuminati, etc. The book pursues with the history of board games in
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Keywords : eurogames, board games, hobby games, history, study, players, culture
On May 23rd in Valenciennes, we are organizing a scientific symposium called“Evaluate and Measure the Impact of Serious Games” during the international “evirtuoses” event. This meeting aims at asking questions on approaches,paradigms, experience feedbacks enabling the projection of theoreticalframeworks, methodologies leading to evaluate or measure the impact of SeriousGames, but also to report on collected and analyzed results. Serious Gamesgenerate indeed a
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Keywords : Impact, Evaluation, Measure, Serious Game, Organized system, Ecosystem, Effectiveness
Abstract This paper analyzes the potential of serious games for professional and pedagogical purposes and learning. To do this, the authors have questioned the efficiency of these games. They present an experiment conducted with 66 students trained in sales that compares a group of players with a group of non-players. The game’s impact on skills was studied from two angles: first from a theoretical point of view (based on the marks obtained in tests), and second from a practical point
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Keywords : Serious Games, ICT efficiency, Experiment
This tiny 100 pages book attempts to tackle a broad question: "Why do people like video games?" The author starts with a quick definition of video games and game genres. He then details the different kind of pleasures video games have to offer: freedom, multiplayer cooperation, immersion, artistic feeling, exploration, and relationship with a virtual pet. While the book is pleasant to read and filled with many relevant examples, the small number of pages prevent the author to fully dev
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Keywords : video game, pleasure, freedom, social interaction, immersion
This scientific book gathers contributions from 12 researchers, coming from different fields, who are studying different sides of videogames: identification of the Game Designer knowledge, using videogames in schools, space in videogames, how to dissect a videogame to analyze it, analysis of MMORPG as social spaces...N.B.: The members of Ludoscience wrote a chapter of this book, about "Serious Games".
Keywords : scientific research, education, sociology, computer science, geography
This paper presents a review of the literature on game design. After proposing a theoretical framework to clarify the definition of "ludic interactivity", we analyze a corpus of 36 texts dealing with game design. This analysis will first enable us to sketch out a categorization of the different types of methodological approaches to game design. It will then allow us to reflect on the very nature of game design, and more specifically on the different stages that make up this process.
Keywords : Game Design, Formal model, Interactivity
Games, MMOG-s (Massively Multiplayer On-Line Games), on-line social sites etc have become a major cultural and economic force. The main distinguishing features and attraction of these applications is their interactivity and emergent quality – participants constantly change the state of affairs with their actions. Gameplay, the resulting dynamic flow of events, is fascinating: this is like execution of an algorithm, where elementary actions are defined by game rules, but the logic, the flow
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Keywords : Gameplay, Structure, On-line social , Games, MMOG-s (Massively Multiplayer On-Line Games)