An article about using the GamePlay bricks with arcade games
Keywords : bricks, gameplay, arcade, Deconstruction, Structuralism, Formal
Video games are ubiquitous in modern day life. Unfortunately, several children are overweight or even obese because they spend a lot of time watching television or playing non-physical video games, instead of perfoming physical activities. Furthermore, this lack of exercise affects their development. The fact that children are becoming overweight or obese is a health concern for many countries that are economical developed (like England) or are in development (like Mexico). In this paper we pres
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Keywords : Costs, Medical treatment, Pediatrics, Minimally invasive surgery, TV, Games, Airplanes, Virtual reality
Kaisha (a.k.a Kompany) is a Serious Game, available on social networks such as Facebook, that enables students in 8th and 9th grade to discover Corporate life through gameplay! The game helps teenagers learn the essential vocabulary used in the workplace and the principal mechanisms that underlie corporate activity. This project is initiated and coproduced with the French Ministry of Education.
Keywords : serious game, job orientation, corporate
A serious game designed to present an ecological town called Andromède, located in France. The player is asked to explore the twon and discuss with its inhabitants in order to get information. This information will then be used to write down an article about urban ecology. Please note that, when the game was designed the ecological town was still under construction. So we had to use CG images created by the artchitects of the town to create the game. Publication
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Keywords : serious game, ecology
A Serious Game released by the builders of an ecological town, called Andromède, in order to raise people awareness about the way to create and manage ecological public gardens. Will you manage to create a nice park while avoiding to waste water? Publications related to this project Damien Djaouti "Serious Game Design - Considérations théoriques et techniques sur la création de jeux vidéo à vocation utilitaire" Th&e
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Keywords : serious game, ecology
This paper proposes a methodology for assessing the coherence of a serious game.Given the extreme diversity of serious games, this methodology is based on the postulate of defining such objects as computer applications combining serious content with a videogame structure. The approach presented in this article is based on the formal deconstruction of “gameplay”, by reducing game rules to elementary functions. The ludic structure, thus formalized, can then be confronted with the utili
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Keywords : serious game, coherence, analysis, gameplay bricks, Evaluation
This conference is part of a workshop entitled “Deconstructing video games? Ways to build a coherent offer in toy libraries”, taking place at the 11th International Congress of Toy Libraries. This presentation explores the way in which video games are classified, using a formal system and Gameplay Bricks. In concrete terms, the idea is to use Objective and Means Bricks to identify gameplay families. By classifying such families, we can establish a taxonomy of video games. With such a
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Keywords : Gameplay bricks, Classification, Deconstruction, Formalism, Taxonomy, Video game, Formal system, Database
This presentation was part of the workshop entitled “Deconstructing video games? Ways to build a coherent toy library offer”. Its aim was to show how video games can be deconstructed through formal deconstruction, in the same way as Vladimir Propp did with Russian fairy tales in 1928. The result is a set of gameplay bricks: bricks of results, means and conditions. Based on such elements, the idea is to share with the public whether it would be possible to establish a classification o
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Keywords : Gameplay bricks, Classification, Deconstruction, Formalism, Taxonomy, Video game, Formal system
Presentation of the workshop: The idea of video game ratings is far from new. There are many and varied “free classification” systems used by the video game industry, the trade press or simply by gamers. However, while these systems are an important part of common video game culture, they are unfortunately not suitable for cataloguing or classifying all existing video games.Indeed, these so-called “free” systems follow the course of video game evolution: categories a
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Keywords : Classification, Videogame, Game library, Deconstruction, Structuralism, Gameplay bricks, Taxonomy, Formal system
The aim of this paper is to focus on the “infra-narrative” level of video games, i.e., the elements that lie below or on the bangs of the main narrative. In this formal referential, the question is to apprehend whether gameplay bricks can constitute narrative functions and modalities. This approach refers to the work of Vladimir Propp, who in 1928 identified a set of functions in a corpus of Russian fairy tales.
Keywords : Gameplay, Semiotic, Narrative, Narration, Gameplay Bricks, Formal deconstruction, Narrative functions, Storytelling