Carmageddon. A video game known by people even if they never played it, thanks to its scandalous reputation. However, this game is far from solely being the "nasty racing game where you have to crush pedestrians" that many media and politicians wanted to ban. Carmageddon is first and foremost an excellent game, featuring many technological and gameplay innovations that deeply influenced the racing game genre. We interviewed Neil Barnden, co-founder of Stainless Software gam
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Keywords : history, carmageddon, stainless software, violence, scandal, censorship, fun
Abstract Sign language is the form of communication used by Deaf people, which, in most cases have been learned since childhood. The problem arises when a non-Deaf tries to contact with a Deaf. For example, when nonDeaf parents try to communicate with their Deaf child. In most cases, this situation tends to happen when the parents did not have time to properly learn sign language. This dissertation proposes the teaching of sign language through the usage of serious games. Currently, similar
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Keywords : Natural User Interface, Sign Language, Serious Game, Kinect Sensor, Image Processing
Abstract —Since 2002, serious games have received much attention from industry, government and the research community. However, the large number of definitions available still present limitations in terms of contexts and games classification. Indeed, these definitions exclude certain types of games and do not cover certain contexts where serious games could be deployed. Therefore this paper introduces a shift in the interpretation of serious games, allowing a more flexible definition
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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
(Broacasting our studies)
Carmageddon (Broacasting our studies)
An article about the history of Carmageddon, based on interviews with creators of the game.
Keywords : carmageddon, history, video game
Many of recent studies have suggested various positive outcomes of serious games. However, relatively little emphasis has been placed on the roles of user-centered factors from a psychological perspective. One of the main goals of serious games is the change of the user`s perception and behavior towards a positive direction. To achieve this goal, psychological factors should be applied to the user`s playing process in serious games. Inspired by construal-level theory(CLT), we propose a CLT appli
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Keywords : Serious game, User's perception, psychological factors
This book focuses on a little known and hardly discussed period from the history of video games: the ends of the 70's, and more specifically the 1976-1980 years of the home consoles. The books explains how, after Ralph Baer's pioneer invention of the Magnavox Odyssey, and the success of Pong in arcades, home video games takes over TV sets around the world thanks to... General Instrument. Indeed, the introduction of a new integrated chip, copying Pong and sold for a few dollars only, allowed many
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Keywords : pong, globalization, economic history, home console, 70's, japan, france, usa
The accelerated progress being made with interactive devices (such as screens, cameras, joysticks and tangible objects) has triggered the develop- ment of new interaction methods for applications (e.g., body language, haptic feedback, etc.). Video games and Serious Games are being played on increa- singly innovative peripherals (e.g., Kinect, Wii Balance Board). These devices have generated new, intuitive forms of Human-Computer Interaction that are completely changing our usages. The purpose of
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Keywords : Tangible objects, screens, devices, video game, serious game, characterization
"Data mining" is the science dedicated to the creation of knowledge through the analysis of large quantities of data, such as establishing customers habits by tracking how they use their loyalty cards. A few time ago, we were contacted by a computer science student, Axel RB, who desired to perform such analysis over video games, using the data about 38.000 video games collected on our website GameClassification. Thus, we gave him a dataset, and he just published his first findings on h
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Keywords : data mining, game classification, research, computer science, video games