This study aims at analyzing the influence of 3-D interaction on learning a foreign language from an experiment conducted with German language learners. The objective is to draw empirical evidence on the usefulness of Virtual Reality technologies in the conception of a serious game. The results of the empirical study show a positive influence of 3D interaction on lexical short-term memorization, but did not revealed a significant influence on long-term memorization. The study also highlights the
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Keywords : Serious game, Virtual reality, Learning, Languages, Interaction
This tiny 80 pages books tells the history of the Mario Kart series of games, from Super Mario Kart (Nintendo, 1992) to Mario Kart 8 (Nintendo, 2014), also including spin-offs like Mario Kart Arcade GP (Namco, 2005). This book features a lot of images and is very pleasant to read. It also offers many trivia related to the various series episodes, obtained through a direct interview with the main designers. As it can go into details due to lack of pages, this book is recommended to anyone who hav
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Keywords : mario kart, history
Following the first book in the series, this book continues to explore the history of controversial video games. This second volume focuses on games about "torture" (Mortal Kombat, Night Trap, Chiller, Manhunt, Mad World...) and horror-themed games (Resident Evil, Silent Hill, The House of the Dead, Sanitarium, Rule of Rose...). Each game and the media controversy that accompanied it are presented using a variable number of pages. Here, this book tends to suffer from the same flaw as t
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Keywords : violence, torture, horror, controversy, addiction, media
This book deals with the war opposing Sega to Nintendo during the 90's, in the USA, for the control of the home console market. Over 550 pages, it follows the story of Tom Kalinske, who ran Sega US branch from 1990 to 1996. The book tells the many efforts the man and his team made to push the Genesis / Megadrive onto the US market, to try to make a dent in Nintendo's near monopoly over this market. This war is made of many battles, such as an offensive marketing campaign around the game Sonic (1
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Keywords : sega, nintendo, 16 bits, usa, marketing, sony , tom kalinske, genesis
"Les Oubliés de la Playhistoire" is French TV show broadcasted over the Nolife network, that highlights many unknown and intriguing video games. This companion book is packed with two DVDs gathering the 41 episodes of its first season. The books first details the birth of the TV show, thanks to the interview of the various people involved in the project. Each game featured in the first season of the show is then presented over two pages with a short text and several images. The
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Keywords : oublies de la playhistoire, nolife, underdogs
A 260 pages book dedicated to the history of the Genesis / Megadrive, the famous 16 bits Sega home console. The book is divided in 4 sections. The first one details the birth of the machine, while the second one is focused on the ads used by Sega to promote it ("Genesis Does!"). The third section presents a selection of emblematic Genesis titles. Each game is described over a single page with a short text and several screenshots. As this section is organized chronologically, it's a gre
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Keywords : history, genesis, megadrive, sega, sonic, streets of rage, advertising
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
Over 300 full-color pages, this book focuses on one particular aspect of video games: music. Seven thematic chapters details the impact of the technological evolution on video game music, the similarities and differences between game music and movie music, the various ways music is actually used in video games, the wave of rhythm games, and the rise of rearranged OST and concerts. Each chapter is concluded with a short biography of the main compositors cited as examples, and the last book chapte
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Keywords : music, j-rpg, concert, rearranged album, compositor, video game, history, analysis
This book presents 100 music albums based on famous video games original soundtracks. The author reviews each album over two pages, featuring beautiful illustrations. The author successfully shares his passion for video game music through this book. The text is easy to read and full of interesting information. My only complaint lies in the author's choice to focus on game OST published in separate CDs, which tends to heavily bend his OST selection towards Japanese console games, and J-RPG in par
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Keywords : music, video game, album
A video chronicle explaining the classification of videogame, which mentions our own GamePlay bricks system (among others).
Keywords : gameplay bricks, merci dorian, jeuxvideo.com, video game classification