Despite the growing interest in interactive storytelling techniques, their actual applications to traditional gameplay design remain to be investigated. However, many game designers have expressed concerns about the incorporation of such generative techniques in traditional game titles, mainly because of the lack of control they will have over dynamically generated content. This paper proposes an authoring tool allowing game designers to formalize, visualize, modify, and validate game level solu
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Keywords : Cultural Heritage , Serious Game, Game Level Design, Gameplay
In this paper, we propose an environment to support collaborative modding, as a new way to learn a subject. Modding can be defined as the activity to modify an existing game with dedicated tools. In a constructivist approach, we base our work on the assumption that modding a learning game can help learners to acquire the concepts of the subject concerned. We also think that modding in collaborative settings can help learners both to learn the subject and to learn to collaborate. We first propose
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Keywords : Modding game, Development kits, Learning game 2.0, Collaborative learning
Presentation of key figures and trends in video games, serious games and marketing. The elements are taken from the study conducted with IDATE and published in 2012 . Marketing, economics, research: 3 cycles of conferences to decode these subjects.On Friday November 16, day 2 of Montpellier Agglomération's Montpellier In Game will feature “Game in marcketing”, “Game in economics” and “Game in R&D”, 3 cycles of conferences to help prof
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Keywords : Marketing, Serious Game, Video game, Markets, Segmentation, Study, Report
Abstract: When we talk about video game, we observe that people who modified it are those who best knows its content. Thus we can consider game modifications as a way of knowledge appropriation. In this paper, we apply this model to learning games, positioning the research project in a Web 2.0 approach. If the content of a game can be learned by playing it, it can be more deeply understood by making this game evolving. The Web 2.0 is not defined by its technologies, but by the way of using
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Keywords : Modding, Game development kits, Learning game 2.0, Collaborative learning
This book analyses the modern wave of board games coming from Europe (mainly Germany), such as: Settlers from Catan, Carcassone, Ticket to Ride, Agricola, etc. After an introduction aiming to define the different kinds of "non digital" games (mass-market games, wargames, hooby games, etc.), the author details the captivating history of Anglo-American board games between 1960 and 1995: Acquire, Monopoly, Civilization, Illuminati, etc. The book pursues with the history of board games in
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Keywords : eurogames, board games, hobby games, history, study, players, culture
ABSTRACT The focus of this chapter is how video games can be utilized for instructional purposes, specifically in the STEM areas (Science, Technology, Engineering, and Mathematics). Gaming, as an instructional tool, enables educators to create participatory learning activities, assess understanding of complex and ill-formed situations, facilitate critical thinking and problem solving capabilities, and ensure active engagement across the learning continuum for all students. How to use it eff
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Keywords : Video games, Learning
Abstract Nowadays, traveling is becoming increasingly easier. New and cheaper means of communication make tourism available for a larger number of people. Withal, smartphones are trending and they are replacing the common cellphone at a fast rate. It’s safe to assume that, in a near future, every single person will be able to afford a mobile device of this kind, including tourists. Many applications exist for mobile devices, specifically for smartphones, in order to help tourists in t
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Keywords : Serious Game, Tourism
The European Serious Games Awards aim to celebrate the best videogames for learning created in Europe. We will rely on scientific evaluation of the submitted games in order to award prizes not only to the best Serious Games, but also to the best academic works in the field. The Awards Ceremony will take place during the VS-Games 2012 Conference in Genoa, Italy, on October 30th 2012. *Prizes* Each winner of one the 4 European Serious Games Awards will be rewarded by the following cash priz
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Keywords : serious games, awards, europe
A conference organized as part of a medical symposium to examine the use of Serious Games in the healthcare sector. In particular, the idea is to study their contribution to therapeutic education and to reflect on their use and evaluation.
Keywords : Health game, Serious Game, Therapeutic education, Assessment, Uses, Medical
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