This book is a detailed study of the expressive potential of video games. The author analyses many examples of games broadcasting messages, related to politics, advertising and education. This study allows Ian Bogost, a media researcher and game designer, to introduce the concept of "procedural rhetoric", i.e. the use of games rules to broadcast messages. This book is very brilliant: full of relevant examples, it features an analysis that will undoubtedly inspires any creator or resear
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Keywords : serious game, procedural rhetoric, analysis, research, example
Debate around Serious Games, simulations and virtual devices in the context of cultural heritage, sciences and museums. Speakers : Benjamin Moréno -Mat3D, Julian Alvarez - Dreampict, Maria Hernandez/ Ariane Genty - Inolam, Pascal Alard - SESTA
Keywords : Serious Games, Sciences, Simulation
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
Direct successor of the Gam.B.A.S. project,this new project aimes to build a new software tool able to ease the creation of videogames. To achieve this goal, it relies on the idea of "Gameplay Bricks", in order to allow real-time creation and modification of the rules of the game through an high-level of abstraction. A short video clip of the only created prototype (2008): Publications related to this project Damien Djaouti "Serious Ga
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Keywords : game design, game creation software
Video documentary which illustated this debate The aim of this presentation is to examine whether the use of Serious Games is a potential source of inequality for female students. In 2009, 61% of boys played video games, compared with 39% of girls. What's more, the video game industry employs a minority of women as game designers (5%). Against this backdrop, what solutions can be applied in higher education to put female and male learners on an equal footing? A pedagogical approach that put
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Keywords : Serious Game, Game Design, Pedagogy, Equal opportunities, Project-based learning, Female audience, Serious Game Design
First this communication reports an active learning experience about students who had to create Serious Games dedicated to teenagers. In the second time, this communication takes supports on the experience to highlight similarities between the PBL and Serious Games approaches.
Keywords : Serious Game, Teaching, Active learning, PBL, Video game
In this book, Catherine Kellner, a researcher in communication sciences, analyses and criticizes the so-called "edutainment" products. Through real-world examples, she highlights the common flaws of these products (storytelling elements used instead of play attributes, games using texts for kids who don't know how to read yet, boring games sequences, etc.). She also offers many ways to improves them (using the discovery space embedded in every game, learning by trial-and-error, etc.).
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Keywords : edutainment, research, analysis, critic
This presentation was given as part of a seminar at IRIT (Toulouse Institute of Computer Research). The aim was to outline the experimental protocol used to study the reception of the general public in understanding the scientific work carried out at the Gargas site. The idea is to compare 3 approaches: a digital device for drawing on an interactive whiteboard, a serious game and a virtual exploration of the cave in 3D.
Keywords : Virtual environment, Serious game, Cave, Reception study, Interactive whiteboard, Virtual reality, Scientific mediation
For many children, video games are an important part of their free time.For parents who don't feel they have a place in this activity, they often prefer to limit the amount of time they use it. This role of regulator is very important to avoid excess. However, parents can also play an exciting role: that of mediator.Parents can help their children take a step back from this playful activity and help them to understand the nature of digital images and their meanings, to decode the messages convey
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Keywords : Serious game, Message, Mediation, Digital literacy, Video game, Education
This article explains the difference between a large variety of Serious Games and tries to propose a classification to understand this type of video games. We explore the connection between the goal of the game designer, the objective of the game and the posture of the player. Finally, we explore how we can create some serious game to make corporate communication or educative program.
Keywords : serious game