Abstract:Despite our exposure to advergames, and studies about their effects, we know very little about the other side of the coin, i.e., advergames developers. In this paper, we report on a study of advergames development companies in the Netherlands. After deriving statements concerning the advergames market through three interviews, we cross-validate these statements with eight companies. Several statements are statistically significant, including the following: advergames are increasingly be
[...]
Keywords : Customer loyalty, Netherlands, Advergames development companies, Technological platforms, Social media components, Advertising companies
Innovation and creativity seem to be mere buzzwords, but the quest for innovation and creativity by game companies is very real. This Ph.D. dissertation suggests adopting a new perspective on these concepts by abandoning a managerial attitude and favoring a design approach. The design process of video games is under-studied, and this research aims to create a model of video game design activity, using the already existing literature in the field of design, and the observation of actual game desi
[...]
Keywords : Innovation, Design, Video game industry, Designers
User tracking is one of the keys to evaluate the effectiveness of Serious Games. Two main approaches are available to perform such user tracking: the first one is to insert the Serious Game inside a LMS through SCORM or IMS-LD, while the second one is to build a custom analysis tool for each Serious Game. In this article, we introduce a third approach to track Serious Games users: the use of generic metrics & analytics platforms. This article presents an experiment where two Serious Games ha
[...]
Keywords : serious games, assessment, user tracking, google analytics, playtomic, ecology
This paper is related to the works of Gilles Brougère and aims to study the rapport between play and serious. “Serious” is related to utilitarian aspects as Etienne Armand Amato proposes to do. More precisely, we try to study the potential of the productivity associated to play activities (serious or not) for the player. At the end, we propose a model. The census is carried out form a counter factual analysis, taking to framework from theoretical approaches including co
[...]
Keywords : serious game, artefact, activity, productivity, unproductivity
Abstract In 2013 the Skoll Global Threats Fund asked CNA Corporation to design and develop a game exploring information-sharing, conflict, and cooperation on the Indian subcontinent. The goal of the game was twofold: to understand information-sharing, its impediments and effects on water sharing and decision-making, as well as understand how gaming could be a tool for social change. The game was executed in two instances, one in the Washington, DC area with U.S. subject matter experts, and
[...]
Keywords : Cross-cultural, Game
AbstractIn learning environments, appropriate objectives are needed to create the conditions for learning and consequently the performance to occur. It follows that appropriate metrics would also be necessary to properly measure what actually constitute performance in situ (within that environment), and to measure if learning has indeed occurred. Serious games environments can be problematic for performance measurement because publishers often posit the game would automatically facilit
[...]
AbstractThis article analyzes Free Rice within the context of “the rise of the ludic sublime,” where video games are hailed as the solution to highly sophisticated political problems. As part of what we call practices of “philitainment,” Free Rice, we argue, functions within the political domain of what Jodi Dean has termed “communicative capitalism” and therefore both captures resistance and actually solidifies global capitalism. Ultimately, th
[...]
Keywords : Digital Games, Critical Theory, Governmentality, Philitainment, Development
AbstractThis thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. Research within the field of serious games has mostly focused on the learners' perspective, but little attention has been paid to what the instructors do and what challenges that entails. In this thesis, I argue that serious games, as artefacts used for learning
[...]
Keywords : Serious games, Serious gaming, Game-based training
A website of economic simulation games, free to play and tailored for classroom use
Keywords : serious games
Carmageddon. A video game known by people even if they never played it, thanks to its scandalous reputation. However, this game is far from solely being the "nasty racing game where you have to crush pedestrians" that many media and politicians wanted to ban. Carmageddon is first and foremost an excellent game, featuring many technological and gameplay innovations that deeply influenced the racing game genre. We interviewed Neil Barnden, co-founder of Stainless Software gam
[...]
Keywords : history, carmageddon, stainless software, violence, scandal, censorship, fun