An introduction to the exciting world of Serious Games The month of November IUM recently played host to none other than renowned researcher and consultant Dr. Julian Alvarez who was presenting a lecture to students on Serious Games and Game Technologies. He talked to students of the course Fundamentals of communication and advertising which is overseen by Professor MN. Jauffret-Cervetti. He mesmerized the students with the technology behind Advergames, Edumarket games and gamificatio
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Keywords : Serious Game, Advergames, Conference, Communication, Gamification
A quick update on the website to add some new publications and projects in which we were involved. Regarding publications, you'll find a couple of posters displayed at the VS-Games 2012 conference to present two ongoing research projects. The first one is titled "TBL3D: Towards Serious Applications for Telescope Maintenance and Control", and presents a Serious Games project about the giant Telescope of a french observatory (download the poster). The second poster details a q
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Keywords : projects, publications
This book explores the "Serious Games" universe. It starts with a definition of Serious Games, in order to identify their differences from entertainment videogames. It will then present out with a lot of current examples of Serious Games from various domains: education, healthcare, communication, defense, politics, etc. The third part will explain you the history of Serious Games, while the fourth and final part gathers many interviews with people from the Serious Games field: de
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Keywords : serious game, definition, history, interviews, examples
Keywords : serious game, game design, game mechanics, learning mechanics, framework
Keywords : serious game, telescope, professionnal training, virtual world
Abstract: When we talk about video game, we observe that people who modified it are those who best knows its content. Thus we can consider game modifications as a way of knowledge appropriation. In this paper, we apply this model to learning games, positioning the research project in a Web 2.0 approach. If the content of a game can be learned by playing it, it can be more deeply understood by making this game evolving. The Web 2.0 is not defined by its technologies, but by the way of using
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Keywords : Modding, Game development kits, Learning game 2.0, Collaborative learning
ABSTRACT The focus of this chapter is how video games can be utilized for instructional purposes, specifically in the STEM areas (Science, Technology, Engineering, and Mathematics). Gaming, as an instructional tool, enables educators to create participatory learning activities, assess understanding of complex and ill-formed situations, facilitate critical thinking and problem solving capabilities, and ensure active engagement across the learning continuum for all students. How to use it eff
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Keywords : Video games, Learning
We just uploaded in the list of our publications a book chapter related to the classification of Serious Games. This chapter presents the classification system used on the site http://serious.gameclassification.com/ to classify more than 2600 Serious Games. It was published last year in a book titled Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches, and it's now freely available on our website (draft version).
Keywords : serious games, classification
The European Serious Games Awards aim to celebrate the best videogames for learning created in Europe. We will rely on scientific evaluation of the submitted games in order to award prizes not only to the best Serious Games, but also to the best academic works in the field. The Awards Ceremony will take place during the VS-Games 2012 Conference in Genoa, Italy, on October 30th 2012. *Prizes* Each winner of one the 4 European Serious Games Awards will be rewarded by the following cash priz
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Keywords : serious games, awards, europe
An introductory book to the universe of Serious Games, written by an educator working with them on a daily basis in an "after-school" context. The book starts by defining Serious Games and their history, with many examples. The author then explores "why?" Serious Games, again backed by a lot of case studies. The last part of the book gathers a lot of references and resources on the topic, from tools and advices to design your own Serious Games to a list of events and schools
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Keywords : serious games, introduction, history, events, schools