An interview of Emmanuel Forsans, CEO of AFJV. In the 80's and 90's he designed Retro SG. Pix'n Love n°9 (p. 24 to 29).
Keywords : Serious Games, Retro SG, Retro Serious Games, Interview
"This week, it's serious! The Serious Gaming is a new market of the video game industry dedicated to the learning, advertising, political... areas. A world market of 50 billions USD." Journalist :Cédric Ingrand Speakers : Jean-Claude La Rue (SELL), Sébastien Beck (DAESIGN) et Julian Alvarez (Orange Labs/ Ludoscience). Podcast
Keywords : Serious Games, LCI, Plein Ecran, Market, Video games, Serious Gaming
Since the first days of the Serious Gaming industry, many Serious Games dedicated to Healthcare were released. However, all these games don’t serve the same purpose, nor they target the same audience. This article tries to propose an approach suited to handle the variety of such Serious Games. Starting from general definitions of Serious Games, we will build a taxonomy of Healthcare-related to Serious Games accompanied with several examples.
Keywords : Serious Game, Retro Serious Game, Taxonomy, Healthcare, Prevention
When it comes to the issues surrounding digital objects in the world of young people, our usual bias, our reflex, is first and foremost to take an approach that is often exclusive to the educator, and not without reason. The interest of this article, based on the example of serious games, is to situate these issues from the viewpoints of both the marketing designer of “products to be consumed” and the educator designing “situations to be educated”. In the process, each bo
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Keywords : serious game, e-learning, edugaming, advergaming, edumarket game, serious gaming, advergame, edugame
By analysing in detail the characteristics, uses and different genres of serious game, this study outlines the challenges involved with the design, development and distribution of various types of title. Similarly, the report examines the outlook for the industry and its probable growth drivers. 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
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Keywords : serious game, advergame, edugame, news game, edumarket game, serious gaming, edugaming, advergaming
By analysing in detail the characteristics, uses and different genres of serious game, this study outlines the challenges involved with the design, development and distribution of various types of title. Similarly, the report examines the outlook for the industry and its probable growth drivers. 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
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Keywords : serious game, advergame, edugame, news game, edumarket game, serious gaming, advergaming, edugaming
In this book , James Paul Gee, a researcher in learning sciences, explores the potential of (all) video games for learning. Through an analysis of entertainment video games, he deduces a set of 36 "learning principles" used by video games to teach content or skills to players. This book then details these 36 "learning principles", such as the "multiple routes principle" or the "incremental principle", in order to give ideas to teachers on how to improve th
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Keywords : video game, learning principle, serious gaming