(Broacasting our studies)
This conference was held in St Quentin (France) and is part of a series of events intended to question editorial productions addressing the issue of gender. The intervention took the form of a guided tour of the exhibition “Do video games escape the question of gender?” available here. TV report on the event
Keywords : Gender, Video game, History
Ludopedagogy: Does video game escape the question of gender?The Research and Communication departments of INSPE Lille offer full access to the digital version of the exhibition entitled "Does video game escape the question of gender?".Read...
Keywords : Exhibition, Video game, Game, Gender, Marketing, Research
Between 2021 and 2022, INSPE Lille and Julian Alvarez have designed and produced a traveling exhibition entitled “Does the video game escape the question of gender?”. With a view to media education, the exhibition invites visitors to question the representations and imaginaries conveyed by video games in relation to questions of gender, identity and sexual orientation.In concrete terms, the exhibition is made up of 15 posters, based on the principle of Figure 1: a central question, i
[...]
Keywords : Video game, Gender, Gender stereotype, Sexism
The aim of this paper is to present a lexicometric study identifying, between 1980 and 2019, the number of occurrences of the following 4 keywords: “joueuse”, “joueuses”, “joueur” and “joueurs” that can be identified in the French-language videogame press. In concrete terms, the corpus explored represents a set of 1,075 documents, the main titles of which are shown in Table 1. Statistical processing was carried out to check the validity of the data
[...]
Keywords : Female player, Male player, Female gamer, Male player, Gender stereotype, Video games press, Representation, Video game
(Broacasting our studies)
This article investigated whether it is possible to establish correspondences between game mechanics and particular cognitive stimulations. There are many challenges to prevent and treat cognitive decline with aging or neurocognitive disease. Observing difficulties to establish such correspondences in the scientific literature, we proposed to move away from “classification by genre” or any other type of taxonomy that deviates from the framework of the “Rules/Formal schemas&rdqu
[...]
Keywords : video games, serious games, game mechanics, cognitive functions, executive functions
Cette vidéo explore l'effet-V de Bertolt Brecht appliqué au jeu vidéo. Cette approche est évoquée en page 86 dans l'ouvrage "Apprendre avec les Serious Games ?" de Julian Alvarez, Damien Djaouti et Olivier Rampnoux paru en 2016 : https://hal.science/hal-02533902v1Pour illustrer le concept d'effet V appliqué au jeu vidéo, cet épisode aborde l'approche du Game Designer japonais Hideo Kojima via son jeu Metal Gear Solid paru en
[...]
Keywords : V-Effect, Distancing, Video game
To understand how Serious Games fit into the videogame landscape, we can draw an analogy with the world of cinema.In the film industry, we primarily find big-budget entertainment films, also known as “block busters”.In the video-game industry, the equivalent would be AAA (triple-A) titles. Next come auteur or independent films. This is where we find the independent games community.As for art films, we identify Arts games such as Jason Rohrer's Passage.Then we come to documentari
[...]
Keywords : Serious game, Video game industry, Documentary, Movie industry, Docu-fiction, Art game, Advergame, Audio-visual
AbstractSerious games are games with an educational purpose. In these games, players develop their skills by facing a number of challenges, and students are assessed according to their game playing behaviour. Assessment of serious game-based learning experiences has to take into account diverse features as game genre, pedagogical aim or game context. This paper analyses how skills are usually assessed in learning experiences based on serious games. To reach this objective, a systematic mapping s
[...]
Keywords : Serious games, Game based learning, Systematic mapping study, Skill assessment, Interactive learning environments
Abstract—Serious games are developed with the purpose of bestowing a benefit on the user. That benefit could be related to the user’s health, education, safety or efficiency. We propose that the mechanism that the game employs to achieve such a benefit should be identified as the key to the development of a successful serious game. We introduce a paradigm for the design and development of serious games as benefit delivery systems. We suggest that the paradigm can apply to all applica
[...]
Keywords : Serious game, Health, Health game, Healthcare