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
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Keywords : Serious game, Video game industry, Documentary, Movie industry, Docu-fiction, Art game, Advergame, Audio-visual
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 : Rerogaming, Neo retrogaming, Innovation, Video game, Serious game, Health, Research, History
(Broacasting our studies)
This chapter on the work of gamification aims to question the concept of gamification when it is part of prescribed managerial training devices. A distinction is made between simulator and serious game, then between serious game and serious gaming, and finally, we ask ourselves which name is more appropriate in the light of our research findings. A new name seems more appropriate than gamification, and could be degamification.
Keywords : Serious game, Gamification, Ungamification, Serious gaming, Simulator, Training, Management
An overall presentation of the various jobs related to videogames:Journalist / YoutuberSalesmanProfessionnal player (pro-gamer) Events organizer -= Presentation slides (in french) =- (Flash file - click inside the left or right side of the window to browse through the slides)
Keywords : game design, indudtry, video games
(Broacasting our studies)
Our research question can be formulated as follows: what is transmitted and learned with so-called “serious” games, and what does this teach us about the relationship between learning and transmitting as it is thought and experienced today? To answer this question, we need to define the serious games used in this contribution, the population concerned, the methodological approach used and the theoretical frame of reference used. The games selected were developed by a company (3DDUO)
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Keywords : Serious game, Transfer, Mathematics, Math
AbstractVideo games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when brought into the classroom, ranging from pragmatic issues (e.g., a high development cost) to deeper educational issues, including a lack of understanding of how the students interact with the games
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Keywords : Serious games, Game learning analytics, Learning analytics, Game analytics, Educational standards
Abstract:The video-games market has become an established and ever-growing global industry. The health of the video and computer games industry, together with the variety of genres and technologies available, mean that videogame concepts and programmes are being applied in numerous different disciplines. One of these is the field known as serious games. The main goal of this article is to collect all the relevant articles published during the last decade and create a trend analysis about the use
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Keywords : Games, Artificial intelligence, Decision making, Market research, Algorithm design and analysis, Decision trees, Industries
Serious games are growing more and more in the context of lifelong training and initial education.They cover several areas (human science, engineering science, life science, ...) that are used for industrial oracademic purposes. However, some fields induce specific issues. Thus, in the ind
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Keywords : Serious Games, Formatting, Virtual Reality, Interaction
Abstract“Serious Games” is a unique industry that is concerned with the training/learning performance assessment of its clients. It is one of three digital technology industries (along with digital games, and online learning) that are rapidly advancing into the arena of analytics. The analytics from these industries all came from the tracing of user-generated data as they interacted with the systems, but differed from one another in the primary purposes for such analytics. For exampl
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Keywords : Serious games analytics, Game analytics, Learning analytics, Definition, Theoretical foundation, Human performance assessment
From programming ‗home-brew‘ games, to modifying the content of existing commercial titles, digital gaming can be regarded as a potential gateway into more serious uses of computers; welcoming some while repelling others. The socio-demographic makeup of computer science, games development and related areas of work are of interest to feminist scholars of culture. In light of skills shortages, industry is also interested in increasing women and ethnic minorities‘ participation in
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Keywords : Games