Generic-SG is a 2 year R&D project aiming to develop and to evaluate a prototype of online platform dedicated to rapid Serious Games creation for university courses. It emphasizes over a semi-automated creation of games for each given theme, and a low cost of developing a new games for any kind of university course. This project gathers several partners, including development studios and the "teaching technology departments" from all the public French universities. Vid
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Keywords : university, serious game authoring
On the french version of this blog , I posted an in-depth critic of a (french-written) book about the history of Mario. Far from being a simple "illustrated books for fans" filled with nostalgia, l'Histoire de Mario by William Audureau and published by Pix N'Love is one on the most interesting books about the genesis of Mario. It's not an history book, it's an analytical book that tries to answer one simple question : "Why Mario?". After all, when Nintendo picked a masc
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Keywords : mario, history, nintendo, analysis
The ability to engage children in science, technology, engineering, and math (STEM) fields early in their scholastic years is critical to ensure the success of the next generation of scientists and engineers. Given that 97% of American teens play video games, there is a tremendous opportunity to engage students in STEM concepts within the framework of a multi-player game. Research has shown that eliciting emotional and affective responses in players can actively increase engagement, learning, an
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Keywords : Maths, Game
In the past few years, we have been relying on Newsgames to teach our students the basics of Serious Game Design. Newsgames are a good way to motivate students. First, anyone can have something to say about what is going on in the world. But Newsgames are also small and short games that can be created in very limited time and with very limited skills. Most of out students are not skilled at all in programming, graphics or even game design. But by using tools such as The Games Factory 2, t
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Keywords : newsgames, students projects
AbstractThis work lies in the educational opportunities of a learning tool: the serious game. The serious game was investigated using an American example: Virtual University.We first highlight the main features of this media, namely that it can be used as: a teaching tool, a means of entertainment, and as a technology of information and communication. It aims for multiple learning objectives, it finds application in many areas and it targets all age groups. Then, we show that learning through th
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Keywords : Serious Game, Constructivist psychocognitive theories, Intrinsic motivation, Socio-cognitive conflicts, Situated learning
This Serious Games aims to raise general public's awareness on the topic of "Wetlands". The play has to manage a city by expanding industrial activity while maintaining a healthy ecological environment and providing a good quality of water to the city. Will you be able to balance all this contradictory goals? This Serious Games was created in partnership by the company Acceptable Avenir (final client and serious content), the research lab Ecolab (serious content), the co
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Keywords : wetlands, serious game, ecology, management
We updated the section featuring our projects. Now it gathers about twenty of our projects: creation of videogames (Serious Games, Social Games, Alternate Reality Games, simulators...), creation of 2.0 websites and online databases, and organization of events like game creation contests or Serious Games discovery night parties.
Keywords : ludoscience, projects
In order to celebrate the third birthday of this website, we decided to upgrade it up with some nice features: This blog. After nearly three years of being a depot for our research articles and our students projets , this website is now featuring a brand new blog! We will try to use it to provide information relative to the study of videogames, Serious Games and to keep up informed about the life in our laboratory. A new "Our Projects" section. The old one weren't updated s
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INTRODUCTION Les jeux vidéo sont, en apparence, aisément appropriables. Ils constituent un objet culturel porteur de nombreux discours normatifs, souvent très polarisés (les jeux vidéo c’est… beau/rigolo/idiot etc.) Dans les années 1980, les discours de dénonciation étaient dominants, utilisant les mêmes arguments que les critiques antérieures adressées aux médias de masse (télévisi
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AbstractFor lack of a real definition, comparable to the one of which sports were the object, the conventional said games remain an object to the apparently consensual limits, but in reality, particularly vague. This uncertainty is due to a lack of serious questioning of presuppositions found in Huizinga’s and Caillois’s founding definitions. It does not allow an appropriation of games by the social sciences, with the goal of studying the countless terms of their usage. As a remedy,
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Keywords : Game, Definition, Sport, Appropriation