The IDATE institute proposes for free the 2010 Serious Games study. It is the 2nd edition. The first one was published in 2008. The serious gaming market is of considerable importance. As the link between traditional video games and practical software, serious games offer a genuine opportunity to develop a sector that is all too often considered a niche. Furthermore, they offer huge potential for growth: "In 2008,” comments Laurent Michaud, project leader of the report
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Keywords : Serious Game, Serious Gaming, Market, Health, Communication, Advertising, Military, Education
Now, there are many kinds of design corresponding to cases of inspiration, use or adaptation of a game to reach a serious purpose. The best known are the serious games. We give in this paper few examples of data visualizations inspired by a game that we can store in the categories of: serious game, serious gaming, game with a purpose, gamification or disengamement. After, we focus on disengamement case and we discuss in more detail about it to explain its principles in the context of an informat
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Keywords : Serious Game, Design, Data visualizations, Gamification
Keywords : Serious game, Health, Health game, Typology
Serious Games are becoming increasingly popular. In all domains they are used to transfer content to players by mixing learning with pleasure in order to make teaching more easy and fun. However many of them are designed in an ad-hoc way without structure. Several research efforts have been conducted to tackle this deficiency and to improve the design of these games. Despite the vast literature, the domain is still in its infancy and scattered. Serious games offer great opportunities for le
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The aim of this presentation is to explain the concept of Serious Gaming and its two sub-categories: serious diverting and serious modding. Concrete examples will illustrate the different approaches. Watch video GameDev Days 2015 Program: http://gamedev.ee/REGISTRATION AND COFFEE09:00 - 10:0009:15 - 10:00VLADIMIR FUNTIKOV (CREATIVE MOBILE)Opening speech10:00 - 10:30 KATRIN SAKS (BALTIC FILM AND MEDIA SCHOOL)Opening speech10:00 - 10:1510:15 LISSA HOLLOWAY-ATTAWAY (
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Keywords : Serious Gaming, Serious Game, Serious Diverting, Serious Modding
This paper is related to the works of Gilles Brougère and aims to study the rapport between play and serious. “Serious” is related to utilitarian aspects as Etienne Armand Amato proposes to do. More precisely, we try to study the potential of the productivity associated to play activities (serious or not) for the player. At the end, we propose a model. The census is carried out form a counter factual analysis, taking to framework from theoretical approaches including co
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Keywords : serious game, artefact, activity, productivity, unproductivity
AbstractThis thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. Research within the field of serious games has mostly focused on the learners' perspective, but little attention has been paid to what the instructors do and what challenges that entails. In this thesis, I argue that serious games, as artefacts used for learning
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Keywords : Serious games, Serious gaming, Game-based training
Introduction (Broacasting our studies)
Introduction by Julian Alvarez & Pascal StacciniSince 2002, the Serious game has been attracting growing interest thanks to the prospects it promises to offer in terms of prevention, training, education, learning, therapy, communication, training, data collection and so on. Valenciennes has been hosting the e-virtuoses since 2008. This is an event with international ambitions, designed to bring together players interested in Serious games, simulation and e-learning. The main sectors addresse
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Keywords : Serious game, Serious gaming, Conferences, SEGAMED, e-virtuoses, Health, Education, Communication
ABSTRACT This thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. Research within the field of serious games has mostly focused on the learners’ perspective, but little attention has been paid to what the instructors do and what challenges that entails. In this thesis, I argue that serious games, as artefacts used f
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