Keywords : serious game, player tracking, assessment
An excellent book featuring a deep analysis of the experiences offered to players by videogames. Being at the same time a gamer and a scholar, the author provides us with his very thoughtful and stimulating ideas on this topic. The first three chapters are tackling the issue of defining games, video games, and the relation between games and movies / storytelling. As they are full of concepts and references, these chapters are a bit harder to read than the others. The three following chapters are
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Keywords : history, philosophy, sociology, experience, critical, gamification
This tiny 100 pages book attempts to tackle a broad question: "Why do people like video games?" The author starts with a quick definition of video games and game genres. He then details the different kind of pleasures video games have to offer: freedom, multiplayer cooperation, immersion, artistic feeling, exploration, and relationship with a virtual pet. While the book is pleasant to read and filled with many relevant examples, the small number of pages prevent the author to fully dev
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Keywords : video game, pleasure, freedom, social interaction, immersion
AbstractTo strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers’ confidence in the validity of the game-based learning programs developed by providing a methodology and tools to support their choices. The first stage of this work is the creation of a grid to des
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Keywords : Computer-supported design, Description grid, Game-based learning, Learning scenarios, Professional training, Role-play
In association with the multimedia workshop and the game library of the Odyssud cultural centre, located in Blagnac (near Toulouse, in France), we ran a local edition of the international game creation contest called "Global Game Jam". The contestants had 48h to design an experimental videogame on the theme "Extinction". The 17 contestants who participed in our local antena of this huge jam created two videogames: Celestial Equilibrium
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Keywords : game design, contest
A Serious Game dealing with the "Mediator" drug scandal that took place in France. You are playing as a journalist who investigates inside a very strange laboratory. This investigation will make you discover some secrets that will force you to run to protect your life!
A Serious Game about the famous "Wikileaks" website. You are playing as Julian Assange, and must inflitrate US agencies in order to steal some secret information. If you manage to escape alive, will you reveal all the secrets that you discovered?
Keywords : serious game, newsgames, wikileaks, politics, press
This chapter describes application areas for serious games in the context of such CNOs. A classification scheme for serious games has been developed based on two different approaches: one based on a process framework, the other one based on a game genome approach. Both are applied on a number of known serious games with the objective to identify uncovered areas and gaps. These gaps represent new opportunities for the application of serious games which has not yet been realized. References (
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Keywords : Serious Game, Classification, Game genome approach, Virtual Organisation life cycle, Education, Industry
While video games have become a major cultural practice, we still know little about the diversity of the video game audiences and their practices. Identifying the main issues in the reticularization of the territories in which video game are used, and rising above normative debates on violence and addiction, requires a multidisciplinary approach, at the interface between social and cultural geography, and the sociology of cultural practices. The analysis of video games as spatial systems enable
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Keywords : Cultural practice, Network, Space, Territory, Video game
Abstract: The new media have brought with them new forms of engagement with history. Jáchym Topol’s most recent novel, which plays with a grotesque war of memorial strategies in the Czech Republic and Belarus, reacts to this challenge with intermedial references, including structural imitation and a computer game. This article describes the textual means of creating an immersive experience that include literary modelling of the narrative strategies on the first-person shooter c
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Keywords : Transmediality, Fictional immersion, Computer gaming, Culture of memory, Collective memory, Representation of history, Jáchym Topol, Novel