ABSTRACT Use of Design Thinking methodology is becoming common in business, services and products creation, particularlyin interactive media generation. This methodology consists in dividing development process into a number of regular steps: problem definition, target audience, brainstorming, prototyping, solution selection and implementation. The aim of this paper is to present the use of Design Thinking properly adapted to the creation of serious games, indicating advantages and disadvan
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Keywords : Design thinking, Games, Business administration, Serious games
A book on the history of SEGA as a console manufacturer. After a brief introduction telling the birth of the company, this thick 480 pages book details the story of all its home consoles: SG-1000, Master System, Mega Drive / Genesis with its Sega CD and Sega 32X addons, Saturn and the Dreamcast. While the beginnings of SEGA and its first two consoles are explained rather quickly over 30 pages, the main part of the book details with high precision the story of its most famous consoles. About 150
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Keywords : history, sega, master system, genesis, sega cd, sega 32x, saturn, dreamcast
This book details the captivating story of the scandalous game series "Grand Theft Auto". Over 300 pages, the author tells us about the most epic moments of this saga: humble beginnings as a small arcade game made in Scotland by DMA Design; hiring Max Clifford to use media scandal as a marketing campaign; the hijacking of the series leadership by the Houser brothers and their studio Rockstar during the creation of GTA III; the first legal actions against the game series and the rise of
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Keywords : grand theft auto, history, dma design, rockstar, jack thompson, david jones, sam houser, esrb
Our editor has just published an eBook version of our book "Serious Games: an introduction". This version meets the request of several readers who asked us an electronic format. It is available here. For the occasion, our editor has put online the first 32 pages of this 2nd edition of the book in free access. Enjoy!
Keywords : Serious game, Serious Gaming, Serious Play, eBook, Health, Learning, Market, Communication
================================================================================= International Scientific Symposium "Games for all purposes? Appropriation, Repurposing and Rejection" ================================================================================= On 4 and 5 June 2013 in Valenciennes, during the "e-virtuoses" scientific convention, dedicated to the use of games and play (digital or not) for utilitarian purposes, we will host a scientific
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Keywords : Serious Game, Serious Gaming, Gamification, Serious Play, Evaluation, Uses, Organisation, Transformation
The field of Digital Humanities is becoming more exciting as the number of low-cost or free mobile and desktop applications flood the market allowing users to accomplish tasks that only a few years ago were either not possible or required complicated coding or high-end ... References (1): Djaouti, D., Alvarez, J., Jessel, J.-P., & Rampnoux, O. (2011). Origins of serious games. In M. Ma, A. Oikonomou & L. C. Jain (Eds.), Serious games and edutainment applications
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Keywords : Serious game, Retro Serious game
This book unveils the story of a very important home console: the Sony PlayStation. Thanks to the interviews of more than twenty people who worked on this project, the author, also a member of the team, invites us to a journey behind the scenes of the creation process of this console. By mixing these various interviews, each chapter of the book details the different stages of the PlayStation project: an awkward beginning when Sony partnered with Nintendo to create a CD-Rom drive for the Super NE
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Keywords : playstation, revolution, sony, men in the shadows, industry, home console
This book unveils the story of a very important home console: the Sony PlayStation. It focuses on Ken Kutaragi, the key person in this project, who is today acknowledged as the "father of the Playstation." The author tells us how this visionary engineer lead Sony to tackle the home video game console market, in spite of the vigorous opposition shown by many other people in the company. Each chapter of the book details the different stages of the PlayStation project: the initial inspi
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Keywords : playstation, revolution, sony, ken kutaragi, industry, home console
An introduction to the exciting world of Serious Games The month of November IUM recently played host to none other than renowned researcher and consultant Dr. Julian Alvarez who was presenting a lecture to students on Serious Games and Game Technologies. He talked to students of the course Fundamentals of communication and advertising which is overseen by Professor MN. Jauffret-Cervetti. He mesmerized the students with the technology behind Advergames, Edumarket games and gamificatio
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Keywords : Serious Game, Advergames, Conference, Communication, Gamification
The Serious Game concept connects video games with the opportunity to broadcast messages, provide training, or enable data collection. Many different market segments make use of such games, including: training, health, defense, communications, politics, etc. The authors present their definition of Serious Games, recount its history, identify the major market segments involved, present key games, and determine whether Serious Games represent a technological innovation or a change in video game us
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Keywords : Serious Game, Serious Gaming, Serious Play, Simulation, Video games