We wrote an article about the historical origins of "Serious Games", which get published by Springer in the book "Serious Games and Edutainment Applications" a few months ago. We first review the historical definitions of the "Serious Games" oxymoron. We then explore the history of videogames in search of the first "Serious Games", that actually appeared before the first entertainment videogames... This book gathers several scientific articles ded
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Keywords : serious games, history
(Broacasting our studies)
Learners' needs and demands about long-life professional training have changed, thus requiring efficient and motivating training solutions. In the present-day socio-technological context, the use of game for training appears as an interesting answer. This PhD work (conducted in partnership with the company SYMETRIX) deals with the support of pedagogical designers. First, we have conducted an exploratory and structuring study about topics related to the use of game for training. Then, we have foc
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Keywords : Role playing game, Motivation, Professional training, Learning scenario, Serious game, Pedagogical design
The numerous changes occurring in the field of knowledge challenge information professionals to reflect on possible alternatives in order to preserve the traditional mission of libraries. At a time when the use of numeric media is increasing in libraries, one observes an increase of the ludic possibilities available on the Web. Designated by the term gamification, this tendency is part of a larger trend that sees libraries as an intellectual playground where alternative learning is highlighted.
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Keywords : Gamification, Libraries, Games, Serious games, Media games, Online games
Today meaning of games is much more serious than just considering them as an entertainment and free-time activity. Games have begun to be used in many different areas such as education, healthcare, military, corporate management and public policy for different purposes. Several benefits of serious games have been reported in the literature. Studies also show that with a combination of entertainment and education (edutainment) several benefits could be achieved in the rehabilitation process of th
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Keywords : Serious game, Health, Health game
On May 23rd in Valenciennes, we are organizing a scientific symposium called“Evaluate and Measure the Impact of Serious Games” during the international “evirtuoses” event. This meeting aims at asking questions on approaches,paradigms, experience feedbacks enabling the projection of theoreticalframeworks, methodologies leading to evaluate or measure the impact of SeriousGames, but also to report on collected and analyzed results. Serious Gamesgenerate indeed a
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Keywords : Impact, Evaluation, Measure, Serious Game, Organized system, Ecosystem, Effectiveness
Generic-SG is a 2 year R&D project aiming to develop and to evaluate a prototype of online platform dedicated to rapid Serious Games creation for university courses. It emphasizes over a semi-automated creation of games for each given theme, and a low cost of developing a new games for any kind of university course. This project gathers several partners, including development studios and the "teaching technology departments" from all the public French universities. Vid
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Keywords : university, serious game authoring
The ability to engage children in science, technology, engineering, and math (STEM) fields early in their scholastic years is critical to ensure the success of the next generation of scientists and engineers. Given that 97% of American teens play video games, there is a tremendous opportunity to engage students in STEM concepts within the framework of a multi-player game. Research has shown that eliciting emotional and affective responses in players can actively increase engagement, learning, an
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Keywords : Maths, Game
In the past few years, we have been relying on Newsgames to teach our students the basics of Serious Game Design. Newsgames are a good way to motivate students. First, anyone can have something to say about what is going on in the world. But Newsgames are also small and short games that can be created in very limited time and with very limited skills. Most of out students are not skilled at all in programming, graphics or even game design. But by using tools such as The Games Factory 2, t
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Keywords : newsgames, students projects
AbstractThis work lies in the educational opportunities of a learning tool: the serious game. The serious game was investigated using an American example: Virtual University.We first highlight the main features of this media, namely that it can be used as: a teaching tool, a means of entertainment, and as a technology of information and communication. It aims for multiple learning objectives, it finds application in many areas and it targets all age groups. Then, we show that learning through th
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Keywords : Serious Game, Constructivist psychocognitive theories, Intrinsic motivation, Socio-cognitive conflicts, Situated learning