Abstract Serious games have been receiving a lot of interest in the recent years and have been increasingly used for educational, military and business purposes. One of the positive sides of serious games is the fact of being tools that allow the creation of an environment where players are immersed in a playful activity, and are much more receptive to knowledge acquisition. Through serious games players are more likely to retain information for a longer period of time. The terrain instabil
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According to the OECD, France only ranks 17th out of 34 countries in terms of development of the information society. Nor is it among the leaders when it comes to the use of digital technology in schools, where it ranks within the European average, often far behind the most advanced countries13. Printed textbooks are still very much the dominant model, both in terms of usage and public purchasing. While we must not overestimate either the positive impact of digital technology on educational succ
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Keywords : Digital Economy, Report, Education, France, Ministries
According to the OECD, France only ranks 17th out of 34 countries in terms of development of the information society. Nor is it among the leaders when it comes to the use of digital technology in schools, where it ranks within the European average, often far behind the most advanced countries13. Printed textbooks are still very much the dominant model, both in terms of usage and public purchasing. While we must not overestimate either the positive impact of digital technology on educational succ
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Keywords : Digital Economy, Report, Education, France, Ministries
Keywords : serious games, education
Serious Games (SG) are more and more used for training in various domains, especially in crisis management domain. In order to improve training results, learner assessment can provide insights on what went right or wrong during a training session. Learner assessment requires monitoring (data acquisition in a virtual environment) and supporting learners' feedback (on learners' decisions and actions), which Intelligent Tutoring Systems address as a main issue, as a mean to individualise learning.
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Keywords : Crisis management, Learner assessment, Multi-agent system, Serious Game
================================================================================= International Scientific Symposium "Games for all purposes? Appropriation, Repurposing and Rejection" ================================================================================= On 4 and 5 June 2013 in Valenciennes, during the "e-virtuoses" scientific convention, dedicated to the use of games and play (digital or not) for utilitarian purposes, we will host a scientific
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Keywords : Serious Game, Serious Gaming, Gamification, Serious Play, Evaluation, Uses, Organisation, Transformation
Games History is a series of magazines in a book-like format (similar to Pix'n Love and IG), with 200 pages dedicated to a defined genre of video games. This third issue is focused on the history of racing games on home consoles. The book starts with a brief general history of racing games on arcade cabinets (70-80's) and on 90's home consoles. It then goes into more details about popular series such as Gran Turismo, Forza Motorsport, Ridge Racer, Need for Speed, Burnout, Formula One, Colin M
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Keywords : history, racing, console, video game, car, images
(Broacasting our studies)
The development of multiple web applications with features of video games gave way to a new trend called Gamification. However, there isn't a clear explanation that allows the connection of the elements of the game applications with non-game features, mainly in traditional highly regulated financial sector. The aim of this study is to investigate the acceptance of a business application Gamified in e-banking. Based on the Technology Acceptance Model (TAM), the results from an online survey of 18
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Keywords : Gamification, Game