This article investigated whether it is possible to establish correspondences between game mechanics and particular cognitive stimulations. There are many challenges to prevent and treat cognitive decline with aging or neurocognitive disease. Observing difficulties to establish such correspondences in the scientific literature, we proposed to move away from “classification by genre” or any other type of taxonomy that deviates from the framework of the “Rules/Formal schemas&rdqu
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Keywords : video games, serious games, game mechanics, cognitive functions, executive functions
ISSN-L (papier) : 1622-1494 · ISSN (électronique) : 2111-434XArticle pp.213-248 du Vol.17 n°1-2 (2021) TitleEvolution and influences of the key-words “gameplay”, “ludic” and “fun” in the writings produced by English-speaking and French-speaking journalist’s communities related to video games between 1977 and 2019 AbstractThis paper aims to study whether the community of English-speaking journalist
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The present study aims to verify the emergence of the terms « game play » (in one word) and « gameplay » (in two words) within the framework of the Anglophone and Francophone video game cultural sphere. Starting from the writings of Wikipedia who sees the origin of these words associated with the mention « How the game plays ? » which would have appeared on the first coin-op arcade games, we are conducting an investigation of
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Keywords : gameplay, game play, video game, lexicometry, emergence, coin-op arcade Games, History of video game
Urban legend has it that the word "gameplay" comes from the notices found on the first arcade machines... What do you think? In this new episode, Dr. Ludus explores the origins of the word "gameplay". Find out more about the origin of "gameplay": https://journals.openedition.org/sdj/... Credits : Graphic and sound design: Quentin Alvarez Assembly: Quentin Alvarez Scenario : Julian Alvarez Production: Ludoscience - 2022 They're talkin
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Keywords : Gameplay, Game play, Origin, Urban legend
ABSTRACT : This article presents an educational setting intended to introduce 5-6 year olds pupils to the loop concept. It articulates unplugged activities, problem solving and creative activities through an online platform. The analysis of observations and digital traces collected in an ecological setting shows that it is possible to introduce basic algorithmic concepts by relying solely on visual patterns identification, avoiding spatial tracking difficulties (robot movements). We al
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Keywords : Computational Thinking, Programming Learning, Game-based Learning, Serious Play
Edutainment is the idea of using games as a learning task. But why use games in teaching and training? What are the added values of such an approach?
Keywords : Serious game, Video game, Ludopedagogy, Edutainment
Edutainment is the idea of using games, or even serious games, to mediate learning. It's about going beyond games as simple rewards or extrinsic motivational levers: “if you do your exercise well, you'll be able to play”. With edutainment, games are used as a tool or resource for learning. For example, it can be used to provide concrete representations of experiences, to test hypotheses, to stimulate pedagogical interaction between learners or with those proposing the activity...With
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Keywords : Game based learning, Edutainement, Serious game, Editorial, Games
English-speaking literature currently dominates game and play studies. French-speaking researchers must necessarily read and write in English to study them. In the first chapter of such an approach, it is often mentioned that "play" refers to activity and "game" to the artefact. But there are subtleties that quickly undermine such a dichotomy. In this article, we propose a correspondence table between 18 items to help French-speaking researchers better understand English
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Keywords : game studies, game, play, activity, artefact, gameplay, translation
Lately, many teachers have shown interest in using escape games with their students. However, few studies have been conducted to assess their learning efficiency compared to other teaching methods. To address this issue, we conducted an experiment to evaluate the learning efficiency of an escape game designed to transmit geology knowledge to high school students. The experimental group (71 students) has been exposed to new information through an escape game. The control group (71 students
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Keywords : escape game
Conference designed to explain how Serious Games and video games can convey oriented messages in a conscious or non-conscious way.After having participants play a few Serious Games, the idea is to take a theoretical and critical look at the messages conveyed by the titles on offer. The notion of a Serious Game is then explained, followed by the messages conveyed by video games dedicated to the entertainment sector. This approach provides an opportunity to reflect on the issues associated with th
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Keywords : Message, Culture, Video game, Serious game, Market, Community, Editors