Abstract: Since 2016, the appearance of consumer virtual reality headsets has put this technology back in the media spotlight. However, all virtual and immersive experiences are subject to technological advances that make them available to as many people as possible, right down to our smartphones (notably through augmented reality). This amalgam of technologies has enabled the emergence of new cultural content, and made it possible to access more interactive heritage works. In the current health
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Keywords : AR, VR, XR, Augmented Reality, Virtual Reality, Extended Reality
Abstract : This thesis begins by questioning the legitimacy and durability of the serious game. For this, we propose to explore both Serious Game and Serious Play. Indeed, the association of Game Studies and Play Studies is, in our opinion, a complementary and necessary approach to hope to conduct such analysis. These aspects specified, this thesis explores the possibility of using game to assign to it utilitarian objectives. The concepts of Serious Gaming, Serious Game design, Gamification
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Keywords : Gamification, Game Based Learning, Serious Game, Serious Gaming, Serious Play, Serious Playing, Ludopedagogy, Ungamification
Experience design implies an "experience to be lived" (Vial, 2015) where the subjects "interact with their natural and artificial environment". If we can easily imagine a "natural" or "artificial" environment, there is an in-between proposed by the game. Neither totally "natural" because it can rely on artifacts, nor totally "artificial" because some animals play and the game activity falls, depending o
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Keywords : Serious Game, Design Game, Game design, Gamification, Ungamification, Serious Game design, Serious Play design
00:00:00 / 01:25:12 VidéoSonVoir aussi Se Summary: How can games - and video games in particular - become learning tools? Is a game that abandons frivolity to become a serious game - a contradiction for some - still a game? Does gamification really mean offering a playful experience? The meeti
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Keywords : Serious game, Edutainment, Ludopedagogy, Video game, Gamification
This presentation proposes to challenge one of the criteria proposed by Roger Caillois to define both play and game. This criterion is the 4th in relation to unproductivity. Based on the Datagame, a game category belonging to the Serious Game, we propose to demonstrate by a hypothetic-deductive approach our breaking with this fourth criterion. The key to the demonstration lies in the exploration of the concept of Datagame and the identification of associated sub-categories.
Keywords : Datagame, Serious game, Video game, Health game, Gamification, Database, Crowdsourcing
This chapter defines, explores and illustrates the terms "design", "design games", "game design", "codesign", "games", "serious games" and "gamification". It explores links between design and serious play. The chapter also identifies the different approaches people know about in order to design a serious game, illustrates it with examples and checks on a case-by-case basis whether the deep mises en abymes currently associated
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Keywords : Serious game, Design, Design game, Game Design, Codesign, Games, Gamification
In the field of microbiology training, in which contaminated products must be handled and recycled, there are new needs in order to reduce risks and costs. New advances in Tangible interaction and serious game domains can provide solutions to answer these needs. We propose a serious game relating to waste sorting. It is available on a tangible tabletop equipped with RFID technology. The design and realisation using tangibility and gamification concepts are presented. An exploratory study with st
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Keywords : Tangible interaction, Serious Game, Interactive tabletop, RFID, Gamification, Gameplay, Waste sorting, Microbiology
Serious Game, poison or cure?Cédric Plessis (University of Lille ) Julian Alvarez (Associate Professor DeVISU / Université de Valenciennes) There's no doubt about it: games promote learning. However, when they become serious and screen-based - serious games - there are protests against our children's overconsumption of screens. Between active pedagogy and the desire for screen-free play, will we succeed in putting the human back at the heart of new technologies?
Keywords : Serious Game, Screen, Gamification, Game, Pedagogy
The aim of this interactive talk is first to present a number of examples illustrating the videogame culture that is spreading throughout our society. We will then put the concepts of gamification, edutainment, serious game and serious gaming into perspective. The idea is to raise awareness of the importance of anthropocentric approaches, as we explore these concepts. Finally, we will attempt to develop an evaluation model for edutainment activities.
Keywords : Retrogaming, Neo retrogaming, Innovation, Video game, Serious game, Health, Research, History
From November 29 to December 1, 2017, the Hauts-de-France research and innovation meetings were held. Organized by ID6 in LaGrappe, these digital-focused days addressed several issues relating to the use of videogame devices in education, vocational training and integration. With presentations by researchers (including Frédérique Bros, Florence Thiault, Mariela de Ferrari and Julian Alvarez) and professionals, workshops on video game experimentation and the financing of innovation
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Keywords : Serious game, Edutainement, Ludopedagogy, Video game, Gamification