This rapport presents some key figures about the Serious game market from 1950's to 2000's.
Keywords : Serious game, Market, History
Depuis les années 50, le nombre de Serious Games* édités dans le monde ne cesse de croitre. Balbutiant jusque dans les années 70, la croissance du nombre de jeux sérieux commandés ou édités dans le monde ne cesse de croitre de manière exponentielle jusque dans les années 2000. Ludoscience dans une première approche estime ce chiffre à plus de 2225 jeux sérieux en circulation et utilisé sur la
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Keywords : Serious game, Statistics
An article introducing a selection of game creation tools for the classroom. To read an abstract
Keywords : game design, game creation tools, school, pedagogy
An article that shows how to use Serious Game in classroom to set up debates between students
Keywords : serious games, school, pedagogy, debate
Keywords : global game jam, create, video game
e-learning, présentiel, simulation, customisation Dernier outil en date des formateurs en entreprise, les serious games ouvrent le champ de l’apprentissage fondé sur l’expérience. Efficaces en complément de procédés plus classiques, comme la formation en salle et le e-learning, leur coût les cantonne encore aux entreprises du CAC 40, qui peuvent les déployer auprès d’un grand nombre de collaborateurs, ou lorsque
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Keywords : Serious games
AbstractTo strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers’ confidence in the validity of the game-based learning programs developed by providing a methodology and tools to support their choices. The first stage of this work is the creation of a grid to des
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Keywords : Computer-supported design, Description grid, Game-based learning, Learning scenarios, Professional training, Role-play
Chapiter dedicated to Serious games typology in " LES JEUX VIDÉO comme objet de recherche" from Samuel Rufat and Hovig Ter Minassian. Les Jeux Vidéo comme objet de recherche L>P, Questions Théoriques format : 140 x 200, 200 pages 12,50 euros ISBN-10: 2917131063 ISBN-13: 978-2917131060
Keywords : Video games, Serious games, Scientific Research
This scientific book gathers contributions from 12 researchers, coming from different fields, who are studying different sides of videogames: identification of the Game Designer knowledge, using videogames in schools, space in videogames, how to dissect a videogame to analyze it, analysis of MMORPG as social spaces...N.B.: The members of Ludoscience wrote a chapter of this book, about "Serious Games".
Keywords : scientific research, education, sociology, computer science, geography
Keywords : competition, creation, video game