A book addressing the delicate "video game addiction" topic in a clear and thoughtful way. The book is suited to parents of young video game players, and explains the current state of scientific knowledge on this topic: in spite of what some un-rigourous journalists might say, video games are not a "drug", but some players may be in a "excessive playtime" state which they sometimes need help to escape from. To help parents achieve this goal, the book briefly introdu
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Keywords : video game addiction, parent handbook, simple, practical, testimony
Spinoff created from Game Classification, this website aims to gather and classify as many Serious Games as possible. Therefore, it relies on a classification model designed for Serious Games, the G/P/S model (Gameplay / Purpose / Scope). http://serious.gameclassification.com/ Publications related to this project Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Olivier Rampnoux "Origins of Serious Games" Minhua Ma, Andrea Oikonomou, Lakhmi C. Jain (eds.), « Serio
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Keywords : serious game, classification
If you want to read only one book about Game Design, it should be this one. With over 450 pages, this "Game Design Bible" will allow you to truly understand how to create games. Among other topics, this book deals in great details with prototyping, the structure of a game (formal elements, dramatic elements, system dynamic...) or the day-to-day activity of a professional Game Designer working in the industry. As a talented Game Design teacher, Tracy Fullerton offers here a level of tho
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Keywords : game design, study, examples, practical
In this book , James Paul Gee, a researcher in learning sciences, explores the potential of (all) video games for learning. Through an analysis of entertainment video games, he deduces a set of 36 "learning principles" used by video games to teach content or skills to players. This book then details these 36 "learning principles", such as the "multiple routes principle" or the "incremental principle", in order to give ideas to teachers on how to improve th
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Keywords : video game, learning principle, serious gaming
This book is a detailed study of the expressive potential of video games. The author analyses many examples of games broadcasting messages, related to politics, advertising and education. This study allows Ian Bogost, a media researcher and game designer, to introduce the concept of "procedural rhetoric", i.e. the use of games rules to broadcast messages. This book is very brilliant: full of relevant examples, it features an analysis that will undoubtedly inspires any creator or resear
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Keywords : serious game, procedural rhetoric, analysis, research, example
Pix'n Love is a journal dedicated to the history of videogames. It uses a format that is half-way between a book and a regular journal. The 128 pages of each issue explores in great details the history of a selection of games and machines, ranging from the highly popular ones (Pac-Man, Space Invaders, Megaman, Rayman, etc.) to the nearly unknown games. Each article is generally written after the interview of the creators, allowing Pix'n Love to provide the reader with a lot of novel and unique i
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Keywords : history, interview, novel
In this book, Catherine Kellner, a researcher in communication sciences, analyses and criticizes the so-called "edutainment" products. Through real-world examples, she highlights the common flaws of these products (storytelling elements used instead of play attributes, games using texts for kids who don't know how to read yet, boring games sequences, etc.). She also offers many ways to improves them (using the discovery space embedded in every game, learning by trial-and-error, etc.).
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Keywords : edutainment, research, analysis, critic
This tiny 88 pages book attempts to provide a introduction to the world of video games to people who doesn't know anything about them. It begins with a quick summary of the history of video games, followed by a detailed presentation of the main games genres. It then presents the main steps of the creation process of a video games, and ends with leads for their future. The book is written in a way that makes each topic covered over two pages only: video games from the 70's, the 80's, the 90's, ac
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Keywords : video games, introduction, history, genres, design
This book is a reprint of one of the most iconic texts on the use of video games for education. First published in 2000, it aims to demonstrate stakeholders, teachers and other education professionals how video games can enhance learning. The book thus presents a lot of interesting examples coming from school education, adult education and defense. While the book tone is more evangelist than scientific, especially when read today, it remains a very rich and thought-provoking introduction to the
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Keywords : game based learning, digital games, learning, examples
An illustration-only book which features screenshots and illustrations from the most famous videogames of the last 30 years.
Keywords : pictures, history