The aim of this chapter is to present a range of terms and concepts: “Ludopedagogy”, “Serious Game”, “Gamification”, “Ludification”, “Ludicisation”, “Serious Toy”, “Serious Gaming”, “Degamification” and “Toyification”. They are all related to “ludopedagogy”. To contextualize what we're saying, we'll use an artifact - a sponge - as a support. The aim of this approach is to show
[...]
Keywords : Ludopedagogy, Serious game, Gamification, Serious Gaming, ,Gamification
The talk “Instrumentalizing video games: precautions to take and pitfalls to avoid” addressed the effects and counter-effects of using video games for utilitarian purposes, particularly in the workplace and in education. For example, playing with gamers can bring a pedagogical dimension, but poorly orchestrated use can lead to frustration and a potential rejection of the intended learning by participants. This talk is based on the book “Serious Game, "un carcan ludique&quo
[...]
Keywords : Instrumentalization, Video games, Ethics, Ludopedagogy, Effects, Counter-effects, Serious gaming, Serious game
The aim of this conference is to explain the notion of instrumentalizing play in the workplace, and to look at possible approaches. This will then lead us to question the practices and effects that can result. In conclusion, we'll explain why social play is undoubtedly to be preferred to solo play, and list some recommendations.
Keywords : Ethics, Serious game, Business games, Instrumentalization, Serious gaming
In this book, Julian Alvarez studies the phenomenon of work's gamification, providing readers with the keys to navigating a world steeped in video game culture. He goes even further by opening up a reflection on the constraints opposed to the freedom to play.Thibault Brunet's photography, which questions our relationship to virtuality, accompanies and brings light to this research. Available on éditions Loco
Keywords : Book, Serious Game, Serious Gaming, Gamification, Work
Study day dedicated to Art and neuroscience. In this context, the aim of the conference was to explain the concepts of Gamification, Ludopedagogy, Serious Game and Serious Gaming.
Keywords : Gamification, Serious game, Video game, Ludopedagogy, Edutainment, Serious gaming, Art, Neuroscience
Abstract. In the idea of evaluating a Ludopedagogy sequence, it is necessary to have a systematic evaluative model taking into account different parameters: context, learner, useful dimensions, interactions, interactivities... It is in this dynamic that we proposed the CEPAJe model which proposes to cross five dimensions: the context, the teacher, the educational scenario, the learner and the game. In order to illustrate the use of the CEPAJe model, this article proposes to review three con
[...]
Keywords : Evaluation, Serious Game, Serious Play, Serious Gaming, Ludopedagogy, Model, CEPAJe
Abstract : This thesis begins by questioning the legitimacy and durability of the serious game. For this, we propose to explore both Serious Game and Serious Play. Indeed, the association of Game Studies and Play Studies is, in our opinion, a complementary and necessary approach to hope to conduct such analysis. These aspects specified, this thesis explores the possibility of using game to assign to it utilitarian objectives. The concepts of Serious Gaming, Serious Game design, Gamification
[...]
Keywords : Gamification, Game Based Learning, Serious Game, Serious Gaming, Serious Play, Serious Playing, Ludopedagogy, Ungamification
This talk presents some ways in which retrogaming - the use of old video games or electronic games - can be used to understand the commercial failures of certain devices when they were first brought to market, or to reverse-engineer them. The idea is to draw lessons for the current development of innovative products in the field of games and serious gaming, to avoid repeating similar pitfalls or to find sources of inspiration. The conference concludes with a presentation of the concept of neo-re
[...]
Keywords : Serious game, Neo-retrogaming, Retrogaming, Video game, Model, Engineering, Reverse engineering, Electronic games
Abstract. In a socio-constructivist approach, our study analyzed a serious gaming activity in a four-day management training program. The executives were mostly men in the engineering field who held management roles for more than 2 years. We observed the executives’ 16 training sessions and interviewed 44 executives of big industrial groups, who had participated in the training, one month after the final session. A psychology of work perspective underpinned our theoretical and methodologic
[...]
Keywords : Emotionality, Debriefing, Reflexivity, Team management, Serious gaming, Ludopedagogy
BLUE BOT PROJECT Serious digital games are attractive educational tools and resources which are undoubtedly relevant in appropriate contexts and situations (Alvarez et al., 2016). Faced with growing screen consumption by young children and its dangers on the development of several capacities, the exposure of kindergarten children is questionable (Tisseron, 2013). In order to benefit from the potential of serious digital games, without achieving overexposure to the screen, the use of toys su
[...]
Keywords : Serious Game, Robot