Interview with Julian Alvarez, PhD in Information and Communication Sciences, specializing in Ludopedagogy, Serious Game & Gamification at Immersive Factory and the University of Lille. Communities and companies committed to the PNNS charter, and more broadly, structures that work in the field of prevention in health nutrition, implement health education actions with different audiences. By definition, a serious game is a mix between serious content and a fun scenario. It can be a learn
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Keywords : Serious game, Health, Health game, Gamification, Nutrition
Podcast: "Are you thinking of using video games in your university teaching? You may not realize that video games can be a useful learning tool. In this fourth episode, we welcome Julian Alvarez, a teacher-researcher in Information and Communication Sciences at the University of Lille, who answers the common misconception that “video games have no place in the classroom”. A pioneer in research into the link between games and learning, he shares with us examples of how video game
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Keywords : Ludopedagogy, Edutainment, Serious game, Education, Ethics
Edutainment, or the art of integrating game mechanisms into learning, is proving an increasingly popular approach within companies. Motivating learners, engaging them and even improving memorization - the benefits of games are well established. However, behind its many advantages also lie challenges and ethical issues. Julian Alvarez, PhD in information and communication sciences - specializing in edutainment, serious games and gamification - addresses these issues in his latest book, “Ser
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Keywords : Softskills, Serious games, Ludopedagogy, Edutainment
Julian Alvarez, PhD in information and communication sciences and associate professor at Lille, took a look at the pedagogical approach to digital serious games and their evaluation in the healthcare sector.Using a digital serious game as a starting point, he reviewed the notions of context, objectives, interest and evaluation.He went on to present “serious play design”, with its notions of means, ends and motivational levers.
When we think of play, we first think of a childish activity whose sole purpose is to entertain. But the proof is in the pudding: adults play! Whether it's trading cards or video games, gaming isn't just for kids! In fact, it's even become serious. In this episode, Julian Alvarez, a doctor in information and communication sciences specializing in Serious Games and Gamification dedicated to education, health and communication, explains what a Serious Game is, and the educational issue
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Keywords : Serious game, Game, Play, Toy, Children, Video game, Board games
What is the aim of using games at work? How far can we go with this approach? Does it work? What are the ethical issues involved in using games in the workplace? In this seminar, we'll be tackling these questions with Julian Alvarez, a teacher-researcher in Information and Communication Sciences specializing in edutainment. Link to video
Keywords : Ethics, Security, HSE, Serious game
The serious game combines fun means with a productive, educational or communicational purpose. The book approaches the subject from an original angle, starting from the functions of playful activity in the animal world to question the paradoxical purposes in the production and use of video games. Julian Alvarez thus connects the solitary game offered by the most sophisticated virtual mediations with the most apparently rudimentary animal practices. However, he does not stop at this comparison bu
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Keywords : Liberty, Gamification, Edutainment, Ludopedagogy, Ethics, Interpretive gap, Video game, Game
The purpose of this article is to propose a model to help trainers assess the player profiles they are likely to encounter among their learners. The goal is to maximize the chances of making an edutainment session as effective as possible. This approach resulted in a first iteration of a model. This model was built and derived based on statistical analysis of 1,126 individuals who completed a questionnaire about their communication personality, age, gamer profile, and weekly play time. Using thi
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Keywords : Profiles, Players, Personnality, Learners, DiSC Model, Bartle's Typology
Ludopedagogy: Does video game escape the question of gender?The Research and Communication departments of INSPE Lille offer full access to the digital version of the exhibition entitled "Does video game escape the question of gender?".Read...
Keywords : Exhibition, Video game, Game, Gender, Marketing, Research
English-speaking literature currently dominates game and play studies. French-speaking researchers must necessarily read and write in English to study them. In the first chapter of such an approach, it is often mentioned that "play" refers to activity and "game" to the artefact. But there are subtleties that quickly undermine such a dichotomy. In this article, we propose a correspondence table between 18 items to help French-speaking researchers better understand English
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Keywords : game studies, game, play, activity, artefact, gameplay, translation