An analysis book dedicated to "The Legend of Zelda" game series. This text-only book is divided in two main parts. The first one, which represents about 2/3 of the book pages, begins with a quick presentation of each title in the series (from "The Legend of Zelda" to "The Legend of Zelda : Spirit Tracks"). The story of each episode is detailled in one or two pages, before analyzing the special features of its game design compared to the other episodes. But
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Keywords : the legend of zelda, analysis, psychology, story
AbstractResearch in game-based learning environments aims to recognise and show emotion. This chapter describes the main approaches and challenges involved in achieving these goals. In addition, we propose an emotional student model that can reason about students’ emotions using observable behaviour and responses to questions. Our model uses Control-Value Theory (Pekrun et al., The control value theory of achievement emotions. An integrative approach to emotions in education. In: Schutz, P
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Keywords : Computer Science, Computers and Education
Study of the impact of electronic communications based on Serious game 2nd approach. Realization and diffusion of 3 Serious games This article presents the 2nd approach. This one initially aims to identifya public to play Serious games matching our approach of the object.Then, if we count such a public, the idea is to study it by questioning iton its relation with the object. To lead this study, we work out 3 Seriousgames filling our needs and study their diffusions and catch in hand
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Keywords : Serious games, Audience, Impact, Diffusion, Multiplayer
Study of the impact of electronic communications based on Serious game 3rd approach. Creation of a Play & Rate 2.0 Website dedicated to Serious games This 3rd approach aims at studying more in detail the nature of the Seriousgames’ impact on the players. To drive this study, we develop a2.0 Internet site allowing the Net surfers to play Serious games and toevaluate them. With this tool, a panel of 121 people is questioned. Atthe end, we discover there exists a variety of di
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Keywords : Serious games, Perception, Impact, Web 2.0, Evaluation
Abstract: The impact games are known to have on commitment is pushing more and more companies to use training programmes that incorporate games, including Learning Role-Play Games. This article presents the methodology (ScenLRPG) and formalism we have defined to support instructional designers in the design of such programmes. The ScenLRPG methodology is based on two main principles: the first one is to make designers integrate the use of game principles into their reflection; the second one is
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Keywords : Role-play game, Design support, Learning-scenario design, Formalism, Commitment
Abstract The global economic crisis that is felt is leading to the emergence of a need to increase business competitiveness, by improving the performance of its employees. In this sense, Lean Manufacturing is an area that deserves the attention of employers and their employees, since its main objectives are to increase productivity, reduce waste and optimize available resources. A Lean tool that deserves special attention is the 5S Method, which can improve productivity, by increasing the o
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Keywords : Serious Game, Learning, knowledge, Evaluation
This book presents a personal selection by the author of 1001 noteworthy videogames, coming from every period of the videogames history. Each games is introduced by a small text alongside one or several screenshots.This book is a french translation of an English-written book first published in 2010 and titled "1001 video games you must play before you die." This original English version was updated and republished in 2013 under the same title.
Keywords : encyclopedia, history
An comical essay where the author analyses the "life lessons" embedded in some of the classical videogames from 8 and 16 bits home consoles (namely NES, Super NES, Genesis). For example, the two-players mode in Contra is about having a best friend, while Paperboy will teach you the basics of customer service. The quality of the different book chapters is very variable, but some chapters are excellent and they will undoubtedly makes you smile or laugh (in particular the hilarious chapte
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Keywords : humor, nes, super nes, genesis, life lessons
Abstract This article offers a theoretical discussion of the relationship between video games and education. Based on both a literature review of this field and a study of players of Massively Multiplayer Online Role-Playing Games, this article presents the difficulties in the field of education of thinking of games as a space of learning and proposes various theoretical elements to address this issue. References (1): Michaud, L., & Alvarez, J. (2008). Serious games : Adverga
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Keywords : Games, Education, Online games, Video games
Abstract This paper analyzes the potential of serious games for professional and pedagogical purposes and learning. To do this, the authors have questioned the efficiency of these games. They present an experiment conducted with 66 students trained in sales that compares a group of players with a group of non-players. The game’s impact on skills was studied from two angles: first from a theoretical point of view (based on the marks obtained in tests), and second from a practical point
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Keywords : Serious Games, ICT efficiency, Experiment