From programming ‗home-brew‘ games, to modifying the content of existing commercial titles, digital gaming can be regarded as a potential gateway into more serious uses of computers; welcoming some while repelling others. The socio-demographic makeup of computer science, games development and related areas of work are of interest to feminist scholars of culture. In light of skills shortages, industry is also interested in increasing women and ethnic minorities‘ participation in
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Keywords : Games
(Broacasting our studies)
Keywords : round table, video games, education
Video games are no longer reserved for leisure activities: in recent years, they have entered the world of higher education, in the form of serious games. Designed as innovative teaching tools, they can also facilitate relations with companies. An overview, on the occasion of Paris Games Week, which runs from October 29 to November 2, 2014.
Keywords : Serious Game, Video game
This paper is related to the works of Gilles Brougère and aims to study the rapport between play and serious. “Serious” is related to utilitarian aspects as Etienne Armand Amato proposes to do. More precisely, we try to study the potential of the productivity associated to play activities (serious or not) for the player. At the end, we propose a model. The census is carried out form a counter factual analysis, taking to framework from theoretical approaches including co
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Keywords : serious game, artefact, activity, productivity, unproductivity
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
Ludoscience is a non profit organization aimed at studying game and its uses. In the context of research and conservation of heritage videogame work, we collect edutainment titles, edugames and other educational games from all eras and all supports.If you have such securities and that they clutter up you... Think about us! :)Please contact us to send your titles.Thanks also to bring the announcement around you... Ludoscience Team
Introduction (Broacasting our studies)
Introduction by Julian Alvarez & Pascal StacciniSince 2002, the Serious game has been attracting growing interest thanks to the prospects it promises to offer in terms of prevention, training, education, learning, therapy, communication, training, data collection and so on. Valenciennes has been hosting the e-virtuoses since 2008. This is an event with international ambitions, designed to bring together players interested in Serious games, simulation and e-learning. The main sectors addresse
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Keywords : Serious game, Serious gaming, Conferences, SEGAMED, e-virtuoses, Health, Education, Communication
ABSTRACT This thesis addresses the problems of the development of serious games, focusing particularly on bridging the gap between of two separate communities: developers and domain experts, that is, educators. Nowadays, students are used to “consume” a large number of games for different purposes (mainly for leisure), and they are expecting a certain quality level in the games (e.g. media assets, story, effects, etc.) and affecting the attitude of playing the game if it does no
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Keywords : Educational video games, Serious games, Game design, Human-Computer interaction, Game engine
Abstract Learning about software modeling languages from documentation can be a difficult and confusing process, and many of the currently existing modeling language tutorials are only marginally better. At the same time, players of video games spend hours upon hours learning to play games that require mastering complex strategies and concepts, without losing motivation or interest. This success for motivating learning effort seen in many games, is in turn supporting an emerging trend of ed
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Keywords : Learning, Games, Modeling