A book introducing the so-called "game theory", which explains the numerous aspects of this research domain halfway between maths and economy. The author presents different kinds of "games", i.e. problems that allow him to introduce the various components of the game theory: zero-sum games and non zero-sum games, games with rational or irrational players, with or without collaboration, etc. While this book is exhaustive and while the author seems to master this topic, this bo
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Keywords : game theory, introduction, maths, economy, expert
Presentation of the post-doctorate memory at Orange Labs/France Telecom.
Keywords : Serious Games, Serious Play, Impact, Customer Relationship
Video games are ubiquitous in modern day life. Unfortunately, several children are overweight or even obese because they spend a lot of time watching television or playing non-physical video games, instead of perfoming physical activities. Furthermore, this lack of exercise affects their development. The fact that children are becoming overweight or obese is a health concern for many countries that are economical developed (like England) or are in development (like Mexico). In this paper we pres
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Keywords : Costs, Medical treatment, Pediatrics, Minimally invasive surgery, TV, Games, Airplanes, Virtual reality
The creation and development of multimedia devices destined for the general public pose many questions for designers. In this article we present two multimedia applications – a Serious Play and a Serious Game – which were part of an experiment performed in 2006. This article will present both devices designed specifically for the promotion of a prehistoric heritage site – the Gargas caves – and describe how they were received by the general public. The aim of this task wa
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Keywords : Serious Game, Cultural Heritage, Prehistory
AbstractThis dissertation presents a multi-method approach to study the user experience of playing video games. The motivation is to devise an objective assessment of the concept of user experience. It is proposed that user experience is better understood when it is studied as a two fold phenomenon formed by a process and an outcome. This definition allows the combination of the subjective nature of experience together with the objectivity needed to propose an objective assessment of experi
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Keywords : User experience, Video Game, Gaming experience, Metaphor
This book is dedicated to arcade video games in Japan. Each of the 9 chapters of this book is dedicated to a specific kind of arcade game: UFO Catchers (mechanical games where you have to catch objects with a grip), Puriruka (improved photo booths loved by teenagers girls), rhythm games, shoot'em ups, fighting games, games of chance (Pachinko, Mahjong...), dedicated arcade games (for those seeking adrenaline through Taikan games), retrogaming (arcade games from the 80's and 90's still played tod
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Keywords : arcade, japan, versus fighting, shoot'em up, ufo catcher, rythm game, purikura, players
Abstract Players of video games often find themselves at a set location, in a room or a game hall, playing alone, with family or friends, even both, or maybe with strangers over the Internet. The game becomes intense when the player reaches a crucial moment or event. Such moments might be when the player has reached a new level, received a new piece of equipment, found the last hidden key or is about to kill the last “boss” in the game to win a war. The emotional state of the pl
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Keywords : Pervasive games, Learning
Kaisha (a.k.a Kompany) is a Serious Game, available on social networks such as Facebook, that enables students in 8th and 9th grade to discover Corporate life through gameplay! The game helps teenagers learn the essential vocabulary used in the workplace and the principal mechanisms that underlie corporate activity. This project is initiated and coproduced with the French Ministry of Education.
Keywords : serious game, job orientation, corporate
A Serious Game, based on a car simulator, designed to teach how to drive in a ecological way. The player has to drive a car in a city to reach a place in a limited amount of time. The goal of the game is to try to reduce the amount of C02 produced by the car through an "ecological" style of driving: taking the habit to brake "softly", learning how to shift gears, knowing when to turn the engine off... This project received a grant from the french gover
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Keywords : serious game, ecology
A Wii near the coffe machine? To play PES in order to animate a meeting? Business stratgies elaborated thanks to Advance Wars? Not at all, we're going to talk about "serious games"...Read the article (french).