Introduction (Broacasting our studies)
Introduction by Julian Alvarez & Pascal StacciniSince 2002, the Serious game has been attracting growing interest thanks to the prospects it promises to offer in terms of prevention, training, education, learning, therapy, communication, training, data collection and so on. Valenciennes has been hosting the e-virtuoses since 2008. This is an event with international ambitions, designed to bring together players interested in Serious games, simulation and e-learning. The main sectors addresse
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Keywords : Serious game, Serious gaming, Conferences, SEGAMED, e-virtuoses, Health, Education, Communication
This communication addresses the issue of the appropriation of the Serious Game object by an ecosystem, particularly in the education area. The starting point begins with the observation that the video game is a basis for the development of many Serious Games. As such, this raises a set of resistors, including from parents of students and media. The video game is seen as negative, particularly by the violent images that some titles call. This can thereby impacting negatively inf
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Keywords : Appropriation, Video Game, Serious Game, Accompaniment, Complexity
This communication attempts to study whether pioneer players who discovered video games in their early days, with very minimalist graphic representations, share a richer imagination than younger players when they are exposed to titles dating from 1977 to 1984.
(Broacasting our studies)
In view to study the use and evaluation associating Serious Games in the context of education, should one consider whether players from different generations have different imaginaries when they are exposed to video games. Indeed, a teacher, because he has known video games from first generations, could convene the imaginary that its learners could interpret differently. To verify such a paradigm, this communication attempts to investigate whether players pioneers who&nb
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Keywords : Imaginary, video game, retro gaming, serious game, lexicometric analysis
While video games have established themselves as a major cultural industry of our time, the serious game, which derives from it, is arousing growing interest: more than simple entertainment, it promises to offer numerous perspectives in terms of prevention, training, education, learning, therapy, communication, training, data collection, etc. This is why the Grand Hainaut Chamber of Commerce and Industry took the initiative of organizing, since 2012 in Valenciennes, with the support of the Picta
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Keywords : Serious game, Video game, Chamber of commerce
Article written for teachers. It presents Serious Games, their advantages and their limits, alongside with some practical tips on how to choose them, with some real-examples.
Keywords : serious games, advantages, limits, teachers, examples