Conclusion de l'ouvrage de Yasmine Kasbi : "Les Serious Games une révolution" (pages 281 to 297) Quelles évolutions peut-on envisager dans le champ du Serious Game ? Il est toujours complexe d’anticiper les évolutions d’un objet. Aussi, nous resterons prudents en nous cantonnant modestement à extrapoler l’évolution du Serious game sur les prochains mois et années à venir en nous appuyant sur des
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Keywords : Serious game
The autobiography of Ralph Baer, the inventor of home video game consoles. Released in 1972, the Magnavox Odyssey is one of the starting points of the history of video games. First of all, it's the first video console solely dedicated to games. Moreover, one of its titles, Ping-Pong, was a direct source of inspiration for Atari to create Pong. Through a book featuring many pictures, Ralph Baer details us the process he followed to invent this first console ever. As a natural-born engineer,
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Keywords : ralph baer, magnavox odyssey, first video game, simon, lawsuit, biography
JIES Paris 2012 days approach the topic of the game in sciences education. Intended for the professionals of education, these days are centered towards the reflexion on the relationship between sciences, technology, trainings and games. Ludoscience, represented by Julian Alvarez, was invited to take part to the event May the 3rd. Thank you Traces for its invitation. We will return with pleasure to e
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Keywords : Education, Learning, Game
Abstract : According to the french government, the video game industry has now reached a turnover of 3 billion euros (or 10% of the turnover of the french cultural industry), making it the second European country. This market could reach 3.8 billion by 2014, that is a 27% increase in 3 years. Video game was since always an entertaining technology, not requiring the player a significant interaction or intellectual investment result. Today, video games require more and more players to interac
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Keywords : Video game, State of the art, History, Use, Innovation
(Broacasting our studies)
This book a call for all amateurs creators around the world to use videogames as means for their personal expression. The authors states that most commercial videogames are guided by market analysis more than creativity, as she concludes that this trend results in locking the expressive potential of videogames. But for Anna Anthropy, an American game designer recognized for its unique creations, there is still some hope left: what the industry can't or don't want to produce, the amateur game des
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Keywords : amateur, indie
An analysis book dedicated to the "Metal Gear" game series. This text-only book is divided in two main parts. The first one, which represents about 3/4 of the book pages, begins with a quick presentation of each title in the series (from "Metal Gear" to "Metal Gear Solid : Peace Walker"). It then tells you the scenario of the whole series, rewritten as a one-piece story. This story is very interesting, and is greatly rewritten to be as entertaining as any good thril
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Keywords : metal gear solid, analysis, story, hideo kojima
This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment.
Keywords : Serious Game, Market, Education, Evolution, Defence, Training, Health, Study
INTRODUCTION Les jeux vidéo sont, en apparence, aisément appropriables. Ils constituent un objet culturel porteur de nombreux discours normatifs, souvent très polarisés (les jeux vidéo c’est… beau/rigolo/idiot etc.) Dans les années 1980, les discours de dénonciation étaient dominants, utilisant les mêmes arguments que les critiques antérieures adressées aux médias de masse (télévisi
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AbstractFor lack of a real definition, comparable to the one of which sports were the object, the conventional said games remain an object to the apparently consensual limits, but in reality, particularly vague. This uncertainty is due to a lack of serious questioning of presuppositions found in Huizinga’s and Caillois’s founding definitions. It does not allow an appropriation of games by the social sciences, with the goal of studying the countless terms of their usage. As a remedy,
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Keywords : Game, Definition, Sport, Appropriation