(Broacasting our studies)
This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment.
Keywords : Serious Game, Market, Education, Evolution, Defence, Training, Health, Study
This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment. Serious Gaming (SG) is at the crossroads of several disciplines: e-learning, computing, engineering, virtual world d
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Keywords : Serious Game, Market, Evolution, Health, Defence, Education, Study, Training
This review article proposes a definition of the object “Serious Game” and an approach dedicated to classify its variousoccurrences. Summary of the review "Serious Games & Simulation for Risks Management" ISBN 978-2-9541430-0-2 (PDF): ALVAREZ, Julian ; DJAOUTI DamienAn introduction to Serious game - Definitions and concepts .................................................................... p 11SOLER, Luc ; MARESCAUX, JacquesVirtual Surgical
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Keywords : Serious game, Definition, Classification, Taxonomy
Nowadays, videogames are an important part of popular culture. Although videogames are most famous as leisure, the wave of " Serious Games " aims to use them for a wide range of serious purposes: teaching, communication, therapy, professional training, advertising, political propaganda… This thesis focuses on the design of such " Serious Games ". More specifically, we will try to identify means able to ease the creation of Serious Games. To achieve this goal, we will f
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Keywords : Serious Game, Game Design, creation, game creation toolkits, modding, videogames, constructionnism , pedagogy
This article studies the interface between, on the one hand, the identity of a student who is currently doing research on video games and, on the other hand, the identity of a woman gamer. This analysis will be carried out through a specific case: the elaboration of an experimental methodology to study issues of gender, of representation, and of roles within video games through a classification of female protagonists. This process needs to take into account both the demands of academic writing a
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This chapters tackles the historical origins of Serious Games: "The purpose of this chapter is to discuss the historical origins of Serious Games to try to understand where the current wave of "Serious Games" comes from. We first review the origins of the "Serious Games" oxymoron. We will then analyse digital games designed for serious purposes before the 2000's. Such games can be traced back to the beginning of the history of video games. We will use all these elem
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Keywords : serious games, history
Study of the impact of electronic communications based on Serious gameImpact of the Serious game: 1st approach. Organization of e UGSG contest This article aims at bringing the tangible proof of any impact causedby the Serious game object on their users. The followed idea is to organizean international contest to have on the one hand a corpus ofstudy and on the other a comparison between our approach of theSerious game object and those of the developpers. The tangible proofis well lis
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Keywords : Serious games, Creation, Evaluation, Impact, Perception
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