Research on digital game-based learning indicates that this learning method can be - under certain conditions - more efficient than other traditional teaching methods, such as textbooks, or web-based learning. Without additional support learning from games may or may not occur, this is why instructional support should be used in educational settings. The present study focuses on testing with feedback as a type of instructional support with great promise. Testing is widely used in almost all clas
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Keywords : Digital game-based learning, Learning from games, Testing, Feedback
This book analyses the game Grant Theft Auto IV in order to highlight the social critic (of the American dream) it embeds. Over a hundred pages, the author begins with a study of the means video games can use to broadcast meaning, before going deeper inside the missions and game system of this title to reveal its political message.
Keywords : politics, social critic, analysis, gta iv
In this document we present proposals for merging the fictional game world with the real world taking into account the profile of casual players. To merge games with reality we resorted to the creation of games that explore diverse real world elements. We focused on sound, video, physiological data, accelerometer data, weather and location. We made the choice for these real world elements because data, about those elements, can be acquired making use of functionality already available, or forese
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Keywords : Casual games, Pervasive games, Sound, Video, Physiological data, Electrodermal activity, Accelerometer, Weather
In a video game design teaching course, we chose to replace the creation of entertainment videogames by the creation of Newsgames (i.e. Serious Games about news topics). Thanks to this change, our course seems to be able to enhance the critical thinking skills of students while still teaching them how to design videogames. For example, several students designed different videogames about the same news topic. This project required them to exchange their own opinions and discuss about the news top
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Keywords : newsgame, design, project based learning, Serious game
This article describes a case study on MuseUs, a pervasive serious game for use in museums, running as a smartphone app. During the museum visit, players are invited to create their own exposition and are guided by the application in doing so. The aim is to provide a learning effect during a visit to a museum exhibition. Central to the MuseUs experience is that it does not necessitate a predefined path trough the museum and that it does not draw the attention away from the exposition itself. Als
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Keywords : Serious Game, Museum, Smartphone, Cultural heritage
This article presents a selection of "formal game design tools" that may be able to bring game design and software engineering closer. Nowadays, game designers can rely on a set of theoretical tools to create video games. These tools are first intended to facilitate the design phase. However, some of them have a strong potential to communicate designers' ideas to the rest of the team, especially to developers. We will study four examples of such tools, before discussing how they
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Keywords : game design tools, communication, industry
================================================================================= International Scientific Symposium "Games for all purposes? Appropriation, Repurposing and Rejection" ================================================================================= On 4 and 5 June 2013 in Valenciennes, during the "e-virtuoses" scientific convention, dedicated to the use of games and play (digital or not) for utilitarian purposes, we will host a scientific
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Keywords : Serious Game, Serious Gaming, Gamification, Serious Play, Evaluation, Uses, Organisation, Transformation
The development of multiple web applications with features of video games gave way to a new trend called Gamification. However, there isn't a clear explanation that allows the connection of the elements of the game applications with non-game features, mainly in traditional highly regulated financial sector. The aim of this study is to investigate the acceptance of a business application Gamified in e-banking. Based on the Technology Acceptance Model (TAM), the results from an online survey of 18
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Keywords : Gamification, Game
In this paper we present a Digital Serious Game set in a medieval alchemical laboratory, aimed at disseminating the ancient knowledge of medicine distillation contained in the famous Adam Lonicer's Kreuterbuch (1569) treatise. The application is based on interactive Virtual Environments and available on multiple visualization technologies, ranging from simple touch-based tablet up to immersive environments such as CAVEs or Oculus Rift. The game comes as the latest development level o
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Keywords : Libraries Archives, Virtual Environment, Immersion, Interaction, Learning, Digital Serious Games
Abstract Social, economic and global changes make it difficult to predict what the future might hold. Creativity is one possible response to these changes. Indeed, creative skills enable students to face the complex nature of life. As a result, creativity has become significant in education, and is regarded as an important objective to be addressed in the curriculum. Nevertheless, creativity is not always promoted in schools. Rather, there are those who claim that many educational systems hinder
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Keywords : Game design, Creativity, Game-based learning