Without a doubt, this book is the most interesting story about the birth of Mario available! Written in the spirit of a PhD thesis (analysis of references in order to build and prove an hypothesis) while remaining easy to read, this book finally answers to a fundamental question: why Mario? In other words, this book will tell you how and why this character became the icon of Nintendo instead of a then more popular character: Donkey Kong. A book that any Mario fan should read as they will discove
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Keywords : history, mario, donkey kong
This tiny 100 pages book attempts to tackle a broad question: "Why do people like video games?" The author starts with a quick definition of video games and game genres. He then details the different kind of pleasures video games have to offer: freedom, multiplayer cooperation, immersion, artistic feeling, exploration, and relationship with a virtual pet. While the book is pleasant to read and filled with many relevant examples, the small number of pages prevent the author to fully dev
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Keywords : video game, pleasure, freedom, social interaction, immersion
Over a series of 7 books, Florent Gorges wrote the most complete history of Nintendo. The texts are easy to read and full of unique information, and are illustrated with many pictures of all the games and toys created by the company. This third book in the series is focused on the most famous home console built by Nintendo: the NES / Famicom, and reveals much details about the birth of this machine and its impact in Japan, US and France. An absolutely recommended book to read.
Keywords : history, nintendo, famicom, nes
Depuis les années 50, le nombre de Serious Games* édités dans le monde ne cesse de croitre. Balbutiant jusque dans les années 70, la croissance du nombre de jeux sérieux commandés ou édités dans le monde ne cesse de croitre de manière exponentielle jusque dans les années 2000. Ludoscience dans une première approche estime ce chiffre à plus de 2225 jeux sérieux en circulation et utilisé sur la
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Keywords : Serious game, Statistics
An article introducing a selection of game creation tools for the classroom. To read an abstract
Keywords : game design, game creation tools, school, pedagogy
An article that shows how to use Serious Game in classroom to set up debates between students
Keywords : serious games, school, pedagogy, debate
Keywords : global game jam, create, video game
e-learning, présentiel, simulation, customisation Dernier outil en date des formateurs en entreprise, les serious games ouvrent le champ de l’apprentissage fondé sur l’expérience. Efficaces en complément de procédés plus classiques, comme la formation en salle et le e-learning, leur coût les cantonne encore aux entreprises du CAC 40, qui peuvent les déployer auprès d’un grand nombre de collaborateurs, ou lorsque
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Keywords : Serious games
AbstractTo strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers’ confidence in the validity of the game-based learning programs developed by providing a methodology and tools to support their choices. The first stage of this work is the creation of a grid to des
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Keywords : Computer-supported design, Description grid, Game-based learning, Learning scenarios, Professional training, Role-play
Chapiter dedicated to Serious games typology in " LES JEUX VIDÉO comme objet de recherche" from Samuel Rufat and Hovig Ter Minassian. Les Jeux Vidéo comme objet de recherche L>P, Questions Théoriques format : 140 x 200, 200 pages 12,50 euros ISBN-10: 2917131063 ISBN-13: 978-2917131060
Keywords : Video games, Serious games, Scientific Research