This article questions the place of games in language teaching and more specifically examines how the transition between the use of traditional games in the classroom and their adaptation to digital media has been carried out. Are these games the same or have they changed ? Has the digital switchover preserved the entertaining aspects of these games or have these aspects changed in order to accommodate more serious content ? We will thus examine the potential added value of digital ver
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Keywords : learning games, language learning, tasks, action-based learning, playful attitude
Progressively, a kind of paradox is created through the scientific literature related to the game and play fields. The number of works dedicated only to video games conceals gradually the works dedicated to traditional games, although there are always strong links between those two kinds of games. It seems thus clear that a mutual lighting should make us wonder about the singularity or complementarities of the two areas. We propose to look at some of these existing links and contrasts between tr
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Keywords : video game, tabletop game, board game, Serious games, Gameplay, Play, e-sport
Keywords : serious game, history, analysis
This PhD thesis explores the field of therapeutic games in order to propose methods and tools for the game designer of such games. The most fundamental design problem of therapeutic games is the gameplay, ie. the game objectives and the actions the player does to address the objectives. In therapeutic game, the gameplay must, at the same time, provide the therapeutic effects and motivate the patient to follow his protocol. The sub-problems of this are 1. the two-fold evaluation (medical and moti
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Keywords : Serious game, Health, Health game, Gameplay
(Broacasting our studies)
(Broacasting our studies)
This article aims to demonstrate the importance of video game designers as agent of progress. This work is based on a study whose main purpose is to better define casual games while using the video game designers' professional knowledge. During the course of the study, it became clear that the game design practices have been evolving over time. Due to the scarcity of existing information on the role of designers in the scientific literature, it seemed appropriate to explore this lack. The r
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Keywords : video game design, design practice, designer role, professional knowledge, instrumental player, casual game
(Broacasting our studies)
As the title suggests, this book gathers trivia and factoids about 100 popular video games: Zelda, Mario, Resident Evil, Shenmue, Dragon's Lair, Viewtiful Joe, Journey, Half-Life, etc. 10 pieces of trivia are presented for each game, with a lot of pictures. The book is quite beautiful, and both pleasant and quick to read. However, it's clearly an "entry-level" book, as the pieces of trivia are very short: each one is told over one or two lines. Moreover, the author doesn't give any sou
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Keywords : history, trivia, entry-level
(Broacasting our studies)