This article deals with Serious Game design methods. More specifically, it focuses on the following question: is there any universal series of “steps” to design a Serious Game? Or is the availability of several different design methods unavoidable? To try to answer this question, we will study a corpus of ten design methods suited to Serious Games. Most of these theoretical tools are coming from or aimed to industry professionals. This literary review will allow us to perform
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Keywords : serious game, design, method
ABSTRACT Fields within education and training have been exploring the use of educational computer-based games, often referred to as serious games (SG), in multiple disciplines of academic research including the affective, cognitive, and psychomotor domains. Traditionally, game designers tend to represent a different viewpoint about learning than instructional designers, or even teachers. More so, one of the fundamental roles designers play in making decisions is based on multiple factors, w
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Keywords : Serious games, Instructional levels, Epistemology
Innovation and creativity seem to be mere buzzwords, but the quest for innovation and creativity by game companies is very real. This Ph.D. dissertation suggests adopting a new perspective on these concepts by abandoning a managerial attitude and favoring a design approach. The design process of video games is under-studied, and this research aims to create a model of video game design activity, using the already existing literature in the field of design, and the observation of actual game desi
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Keywords : Innovation, Design, Video game industry, Designers
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
As the title implies, The Untold History of Japanese Game Developers is a documentary about Japanese game developers. Originally, John Szczepaniak, a video game journalist, went to Japan in order to write a book about this topic (still in the works). During this trip he also filmed his interviews and encounters, which gave birth to a 4 hours long video documentary now available on DVD: This documentary follows John Szczepaniak's journey, with video segments featuring different materi
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Keywords : japan, history, documentary
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
Almost unknown, BOA is a nice little game for MS-DOS created in 1989 by Dean Ballard for Microsoft. It's an arcade game similar to Snake, besides the fact that you are playing a rat trying to avoid being eaten by the snake! The oddest thing about this game lies in its distribution model: it was solely available through the driver disk of a mouse created by Microsoft, the "Contour Mouse", also known as "Dove Bar." Due to the technological limitations of the era,
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Keywords : microsoft boa, history, mouse, pix'n love
A conference dedicated to GamePlay bricks and their use to analyse and classify video games. Speakers:Julian Alvarez (Julian.alvarez@univ-lille1.fr)Docteur en Sciences de l’information et de la communication. Responsable du laboratoire consulaire Play Research Lab (PRL) dédié à l’étude du jeu et de ses usages.Plus de 150 Serious Games à son actif pour TF1, Dupuis, Milan, CNRS …Damien Djaouti (damien@ludoscience.com)Maître
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Keywords : gameplay, bricks, Game design, Classification
Special session about serious gaming during the 6th Global Conference: Video Games Culture Project, from Thursday, 17th July to Saturday, 19th July 2014, Mansfield College, Oxford, United Kingdom. Key words: serious games, serious gaming, education, projects with students, level design, case studies SimCity in geography lessons, Civilisation V for non-violence education, Read Dead Redemption as a means of addressing the history of the Far West… These
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Keywords : Call for papers, Serious Gaming, Serious Game, education, projects with students, level design, case studies, Modding