This paper is part of an experimental approach aimed to raise a videogames classification. Being inspired by the methodology that Propp used for the classification of Russian fairy tales, we have identified recurrent diagrams within rules of videogames, that we called “Gameplay Bricks”. The combinations of these different bricks should allow us to represent a classification of all videogames in accordance with their rules. In this article, we will study the nature of these bricks, es
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Keywords : gameplay, classification
Spinoff created from Game Classification, this website aims to gather and classify as many Serious Games as possible. Therefore, it relies on a classification model designed for Serious Games, the G/P/S model (Gameplay / Purpose / Scope). http://serious.gameclassification.com/ Publications related to this project Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Olivier Rampnoux "Origins of Serious Games" Minhua Ma, Andrea Oikonomou, Lakhmi C. Jain (eds.), « Serio
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Keywords : serious game, classification
Summary: This thesis is situated on the border of the Computer Science and the Social Sciences. It concerns the conception of Serious Games and their use within the context of targeted learning. By a Serious Game we mean a computer application, whose initial intention is to combine coherently the serious aspects (Serious) in a neither exhaustive nor exclusive manner, with instruction, learning, communication or further on information, assorted with the playing aspect of Video Games (Game).
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Keywords : serious game, gameplay, teaching
This paper is part of an experimental approach aimed to study the nature of videogames. We will focus on videogames rules in order to try to understand the anatomy of a videogame. Being inspired by the methodology that Propp used for his classification of Russian fairy tales, we have cleared out recurrent diagrams within rules of videogames. We then analysed these rules diagrams by using the definition of a game drawn by Salen & Zimmerman, which led us to propose a definition for the nature
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Keywords : gameplay, rules, Videogames, Typology, Classification
This article proposes to focus on the various types of Serious Games. Inspired by the video games, we find a great diversity of applications. We propose a classification within Serious Game while differentiating them from simulations for the moment. The question of the link between the initial intention of the game designer and the part played by the implementation of objectives gives us an Ariadne’s thread to be unrolled. The posture adopted by the player particularly in simulations const
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Keywords : serious games, classification
This paper is part of an experimental approach aimed to raise a classification suited to videogames. According to the methodology that Propp used for its classification of the Russian tales, we have found recurring diagrams within the rules of videogames. We named these recurrent rules "GamePlay bricks", as the combination of those bricks seems to be an interesting way to classify video games. In this article, we will study the nature of “GamePlay bricks”, especially the li
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Keywords : classification, gameplay, video games, rules, bricks
The aim of this paper is to find out if theoretical approaches about PBL can be adapted to those of Serious Games. First this paper seeks links and similarities between the PBL and Serious Games approaches. Then it highlights their reciprocity on the pedagogic level.
Keywords : teaching, serious game
Keywords : interactive storytelling
This paper is part of an experimental approach aimed to raise a videogames classification. Being inspired by the methodology that Propp(3) used for the classification of Russian fairy tales, we have cleared out recurrent diagrams within rules of videogames, named "Game Bricks". The combinations of these different bricks will allow us to represent a classification, in accordance to their rules, of all the videogames. In this article we will study the real nature of these bricks,
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Keywords : classification, gameplay, Videogames, game, play, rules
The implementation and development of multimedia devices intended for the general public raises many questions among designers. Drawing on an experiment conducted in 2006, we present in this paper the different multimedia systems put in place. Both the design phase and the operational phases are questioned, with the usability and affordance frameworks as the analytical framework. We also propose to enhance the user-friendliness of the devices so that they can be more efficient and effective. Thi
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Keywords : serious game