Post-doctoral thesis carried out from June 9, 2008 to September 8, 2009 at Orange Labs / France Télécom.The aim of this study is to evaluate the impact of Serious Games (SG) on the general public and on employees of the France Telecom group. The overall approach is written within the framework of Customer Relationship (CR), which is orchestrated by OR Tools for Customer Relationship. The main challenges are to- To help optimize customer relationship management with the aim of obtai
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Keywords : Serious Games, Serious Play, Impact, Customer Relationship
"This week, it's serious! The Serious Gaming is a new market of the video game industry dedicated to the learning, advertising, political... areas. A world market of 50 billions USD." Journalist :Cédric Ingrand Speakers : Jean-Claude La Rue (SELL), Sébastien Beck (DAESIGN) et Julian Alvarez (Orange Labs/ Ludoscience). Podcast
Keywords : Serious Games, LCI, Plein Ecran, Market, Video games, Serious Gaming
Acces to a 3000 Serious Games classifications sorted by authors, years of creation, markets...
Keywords : Serious games
1 Introduction As one of the fastest growing segments of the global entertainment market (Szalai, 2007), video games have come to represent a wide spectrum of values in terms of expectations and design decisions of the groups involved in their development and publication. Despite a rapidly expanding market, changing demographics and growing global economic importance, regional differences in game designs have yet to be fully explored. The underlying premise of this research is that game com
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Keywords : Video games, Genre, Game components
This book is a hands-on guide dedicated to the job of "traditional" games creator: board games, card games, role-playing games... It's divided in 5 sections. The first one gives a tour of this profession through famous games case studies: Trivial Pursuit, Magic: The Gathering, Dungeons & Dragons and The Pokemon Trading Card Game. They are accompanied by interviews with a game author (Reiner Knizia) and a publisher (Mike Gray from Hasbro). The second part presents with more details
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Keywords : game creator, job, traditional games, board games, card games, industry
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 first book in the series is focused on the numerous creations made by Nintendo before entering the video and electronic games market: playing cards, toys, arcades, and some weird stuffs like office supplies. An absolute must-read book.This book was translated i
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Keywords : history, nintendo, toys, cards
When it comes to the issues surrounding digital objects in the world of young people, our usual bias, our reflex, is first and foremost to take an approach that is often exclusive to the educator, and not without reason. The interest of this article, based on the example of serious games, is to situate these issues from the viewpoints of both the marketing designer of “products to be consumed” and the educator designing “situations to be educated”. In the process, each bo
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Keywords : serious game, e-learning, edugaming, advergaming, edumarket game, serious gaming, advergame, edugame
By analysing in detail the characteristics, uses and different genres of serious game, this study outlines the challenges involved with the design, development and distribution of various types of title. Similarly, the report examines the outlook for the industry and its probable growth drivers. The serious gaming market is of considerable importance. As the link between traditional video games and practical software, serious games offer a genuine opportunity to develop a sector that is all too
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Keywords : serious game, advergame, edugame, news game, edumarket game, serious gaming, edugaming, advergaming
By analysing in detail the characteristics, uses and different genres of serious game, this study outlines the challenges involved with the design, development and distribution of various types of title. Similarly, the report examines the outlook for the industry and its probable growth drivers. The serious gaming market is of considerable importance. As the link between traditional video games and practical software, serious games offer a genuine opportunity to develop a sector that is all too
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Keywords : serious game, advergame, edugame, news game, edumarket game, serious gaming, advergaming, edugaming
Download PPT of the presentation
Keywords : serious game, marketing