A tiny (80 pages) scientific book gathering 8 contributions from researchers who are studying Serious Games for education.
Keywords : serious games, education, scientific research
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
Summary: This thesis is situated on the border of the Computer Science and the Social Sciences. It concerns the conception of Serious Games and their use within the context of targeted learning. By a Serious Game we mean a computer application, whose initial intention is to combine coherently the serious aspects (Serious) in a neither exhaustive nor exclusive manner, with instruction, learning, communication or further on information, assorted with the playing aspect of Video Games (Game).
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Keywords : serious game, gameplay, teaching
This paper is part of an experimental approach aimed to study the nature of videogames. We will focus on videogames rules in order to try to understand the anatomy of a videogame. Being inspired by the methodology that Propp used for his classification of Russian fairy tales, we have cleared out recurrent diagrams within rules of videogames. We then analysed these rules diagrams by using the definition of a game drawn by Salen & Zimmerman, which led us to propose a definition for the nature
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Keywords : gameplay, rules, Videogames, Typology, Classification
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
Video documentary which illustated this debate The aim of this presentation is to examine whether the use of Serious Games is a potential source of inequality for female students. In 2009, 61% of boys played video games, compared with 39% of girls. What's more, the video game industry employs a minority of women as game designers (5%). Against this backdrop, what solutions can be applied in higher education to put female and male learners on an equal footing? A pedagogical approach that put
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Keywords : Serious Game, Game Design, Pedagogy, Equal opportunities, Project-based learning, Female audience, Serious Game Design
First this communication reports an active learning experience about students who had to create Serious Games dedicated to teenagers. In the second time, this communication takes supports on the experience to highlight similarities between the PBL and Serious Games approaches.
Keywords : Serious Game, Teaching, Active learning, PBL, Video game
For many children, video games are an important part of their free time.For parents who don't feel they have a place in this activity, they often prefer to limit the amount of time they use it. This role of regulator is very important to avoid excess. However, parents can also play an exciting role: that of mediator.Parents can help their children take a step back from this playful activity and help them to understand the nature of digital images and their meanings, to decode the messages convey
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Keywords : Serious game, Message, Mediation, Digital literacy, Video game, Education
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
A round-table discussion on edutainment, focusing on ethical and deontological issues when creating games:What are the ethics involved in creating games?What are the risks? What are the safeguards?How do games and education interact?
Keywords : Serious game, Video game, Ethics, Deontology, Design, Edutainment, Game design, Serious game design