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
[...]
Keywords : serious game, advergame, edugame, news game, edumarket game, serious gaming, advergaming, edugaming
This paper is part of an experimental approach aimed to study the nature of videogames. We will focus on videogames rules in order to try to understand the anatomy of a videogame. Being inspired by the methodology that Propp used for his classification of Russian fairy tales, we have cleared out recurrent diagrams within rules of videogames. We then analyzed these rules diagrams by using the definition of a game drawn by Salen & Zimmerman, which led us to propose a definition for the n
[...]
Keywords : Rules, Gameplay, Videogames, Typology, Classification
A tiny (80 pages) scientific book gathering 8 contributions from researchers who are studying Serious Games for education.
Keywords : serious games, education, scientific research
This paper is part of an experimental approach aimed to raise a videogames classification. Being inspired by the methodology that Propp used for the classification of Russian fairy tales, we have identified recurrent diagrams within rules of videogames, that we called “Gameplay Bricks”. The combinations of these different bricks should allow us to represent a classification of all videogames in accordance with their rules. In this article, we will study the nature of these bricks, es
[...]
Keywords : gameplay, classification
An introduction to casual gaming, alongside with a comparative study of arcade games. -= Presentation slides (in french) =- (Flash file - click inside the window to give it the keyboard focus,then use the left and right arrow keys to browse through the slides)
Keywords : casual games, arcade
If you want to read only one book about Game Design, it should be this one. With over 450 pages, this "Game Design Bible" will allow you to truly understand how to create games. Among other topics, this book deals in great details with prototyping, the structure of a game (formal elements, dramatic elements, system dynamic...) or the day-to-day activity of a professional Game Designer working in the industry. As a talented Game Design teacher, Tracy Fullerton offers here a level of tho
[...]
Keywords : game design, study, examples, practical
Summary: This thesis is situated on the border of the Computer Science and the Social Sciences. It concerns the conception of Serious Games and their use within the context of targeted learning. By a Serious Game we mean a computer application, whose initial intention is to combine coherently the serious aspects (Serious) in a neither exhaustive nor exclusive manner, with instruction, learning, communication or further on information, assorted with the playing aspect of Video Games (Game).
[...]
Keywords : serious game, gameplay, teaching
This paper is part of an experimental approach aimed to study the nature of videogames. We will focus on videogames rules in order to try to understand the anatomy of a videogame. Being inspired by the methodology that Propp used for his classification of Russian fairy tales, we have cleared out recurrent diagrams within rules of videogames. We then analysed these rules diagrams by using the definition of a game drawn by Salen & Zimmerman, which led us to propose a definition for the nature
[...]
Keywords : gameplay, rules, Videogames, Typology, Classification
This paper is part of an experimental approach aimed to raise a classification suited to videogames. According to the methodology that Propp used for its classification of the Russian tales, we have found recurring diagrams within the rules of videogames. We named these recurrent rules "GamePlay bricks", as the combination of those bricks seems to be an interesting way to classify video games. In this article, we will study the nature of “GamePlay bricks”, especially the li
[...]
Keywords : classification, gameplay, video games, rules, bricks
This paper is part of an experimental approach aimed to raise a videogames classification. Being inspired by the methodology that Propp(3) used for the classification of Russian fairy tales, we have cleared out recurrent diagrams within rules of videogames, named "Game Bricks". The combinations of these different bricks will allow us to represent a classification, in accordance to their rules, of all the videogames. In this article we will study the real nature of these bricks,
[...]
Keywords : classification, gameplay, Videogames, game, play, rules