(Broacasting our studies)
Résumé : Claiming mix game and utilitarian goal, serious games tend to challenge traditional definitions of the game, free activity, separate and unproductive. For the researcher, they can be useful objects to query the boundary between what is a game and what is not a game. To clarify these issues, we submitted as part of an ethnomethodological investigation a set of serious games to a student audience. The results allow to understand the components of the playful
[...]
Keywords : serious games, playful attitude, playful perception, boundary object, ethnomethodology
Dermatology surgery training is rapidly evolving with an ever increasing focus on resident procedural training. However, surgical training varies greatly between different residency programs. The ACGME requires dermatology training to ensure competency in the surgical treatment of skin disease. It is crucial that residents are provided with ample opportunities to hone their skills and with evaluative methods that are valid, reliable, and objective in order to identify potential resident weakness
[...]
Keywords : Dermatology, Training, Simulation, Game
AbstractBusinesses around the world use serious games to make training more compelling and effective. An examination of the historic role of serious games in human resource management and the differences between serious games and other forms of professional development leads to the formation of a system for classifying serious games. Coupled with the experiences revealed in a study of 43 leading French firms that employ serious games to manage various aspects of HR, the typology can help manager
[...]
Keywords : Serious Game
This article questions the place of games in language teaching and more specifically examines how the transition between the use of traditional games in the classroom and their adaptation to digital media has been carried out. Are these games the same or have they changed ? Has the digital switchover preserved the entertaining aspects of these games or have these aspects changed in order to accommodate more serious content ? We will thus examine the potential added value of digital ver
[...]
Keywords : learning games, language learning, tasks, action-based learning, playful attitude
Progressively, a kind of paradox is created through the scientific literature related to the game and play fields. The number of works dedicated only to video games conceals gradually the works dedicated to traditional games, although there are always strong links between those two kinds of games. It seems thus clear that a mutual lighting should make us wonder about the singularity or complementarities of the two areas. We propose to look at some of these existing links and contrasts between tr
[...]
Keywords : video game, tabletop game, board game, Serious games, Gameplay, Play, e-sport
La motivation permet d’expliquer la dynamique du comportement humain. Rares sont les phénomènes psychologiques qui lui échappent.L'objectif de cette 2ème édition, à jour des dernières recherches menées sur ce thème, est double. D'une part, il s'agit de présenter un modèle intégratif de la motivation. Ce modèle permet de montrer qu'il est possible de faire des ponts entre les concepts théorique
[...]
Objective: Serious games are becoming popular in various healthcare domains. However, they should be designed to cater toward learners' perspectives, needs, and specifications in order to be used to their full potential in education. This study investigated the gaming experiences, motivations, and preferences of pharmacy students.Materials and Methods: An anonymous self-administered survey obtained participant demographics, gaming experiences (enjoyment level of different game genres,
[...]
The healthcare sector is currently in the verge of a reform and thus, the medical game research provide an interesting area of research. The aim of this study is to explore the critical elements underpinning the emergence of the medical game ecosystem with three sub-objectives: (1) to seek who are the key actors involved in the medical game ecosystem and identify their needs, (2) to scrutinise what types of resources are required in medical game development and what types of relationships are ne
[...]
Keywords : Medical games, Health games, Health technology, Service ecosystems approach
Le numérique: une chance pour nous faire grandir en humanité19-22 janvier 2016, Lyon (France) Julian Alvarez a animé les 20 et 21 janvier un atelier pour présenter aux chefs d'établissements les notions de ludopédagogie et de Serious Game.
Keywords : Serious game, Ludopedagogy, Edugame
The main research question addressed in this thesis is how the choice of game type influences the success of digital educational games (DEG), where success is defined as significant knowledge gain in combination with positive player experience. Games differ in type if they differ at least by one game feature. As a first step we identified a comprehensive set of unique game features, summarised in the Game Elements-Attributes Model (GEAM), where elements are the defining components that all games
[...]
Keywords : digital educational games (DEG), Game Elements-Attributes Model (GEAM), Video Games, Classification