This book explores the "Serious Games" universe. It starts with a definition of Serious Games, in order to identify their differences from entertainment videogames. It will then present out with a lot of current examples of Serious Games from various domains: education, healthcare, communication, defense, politics, etc. The third part will explain you the history of Serious Games, while the fourth and final part gathers many interviews with people from the Serious Games field: designer
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Keywords : serious game, definition, history, interviews, examples
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
Serious games have become a key segment in the games market as well as in academic research. Although the number of games that identify themselves as belonging to this category as well as the research done on their effects has been rapidly growing, there has thus far been no attempt to define all of the various opportunities that digital games provide for learning. To address this issue we look at existing definitions of serious games and their potential for learning. We identify the shortcoming
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Keywords : Serious game, Learning
This book focuses on the design of "Casual Games", i.e. video games aimed to people playing them casually. The three first chapters deals with the definition of casual games, their professional creation process, and a broader study of the various play from they can offer. The nine following chapters are then dedicated to each sub-category of casual games: management, match-3, puzzles, hidden objects, construction, social games, etc. While the text is easy to read and understand, this b
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Keywords : game design, casual games, examples, analysis, industry
Video games are ubiquitous in modern day life. Unfortunately, several children are overweight or even obese because they spend a lot of time watching television or playing non-physical video games, instead of perfoming physical activities. Furthermore, this lack of exercise affects their development. The fact that children are becoming overweight or obese is a health concern for many countries that are economical developed (like England) or are in development (like Mexico). In this paper we pres
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Keywords : Costs, Medical treatment, Pediatrics, Minimally invasive surgery, TV, Games, Airplanes, Virtual reality
AbstractThis dissertation presents a multi-method approach to study the user experience of playing video games. The motivation is to devise an objective assessment of the concept of user experience. It is proposed that user experience is better understood when it is studied as a two fold phenomenon formed by a process and an outcome. This definition allows the combination of the subjective nature of experience together with the objectivity needed to propose an objective assessment of experi
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Keywords : User experience, Video Game, Gaming experience, Metaphor
A scientific book gathering 28 contributions from researchers who are specialized on Serious Games, over 530 pages. The covered topics are wide, ranging from the definition of "Serious Games" to the advantages, limits, and practical use of games for education and social change. An interesting book featuring the work of some recognized researches in the field: James Paul Gee, Henri Jenkins, Yasmin Kafai, Debra Lieberman, Joost Rassens, etc.
Keywords : serious game, scientific research
Who said that you had to be famous in order to write down your own autobiography? In this book, Mat Dickie, an indie video game creator, tells us about his personal life alongside with the various games he created during his 10 years career. While we can smile at the fact that the oversized ego of this unknown author led him to write such a book, it's a quite interesting book for the videogame history specialists. It tells us the life of a British kid born in the 80's, fan of videogames, who sta
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Keywords : mat dickie, biography, indie, wrestling, religion
Since the first days of the Serious Gaming industry, many Serious Games dedicated to Healthcare were released. However, all these games don’t serve the same purpose, nor they target the same audience. This article tries to propose an approach suited to handle the variety of such Serious Games. Starting from general definitions of Serious Games, we will build a taxonomy of Healthcare-related to Serious Games accompanied with several examples.
Keywords : Serious Game, Retro Serious Game, Taxonomy, Healthcare, Prevention