This study aims at analyzing the influence of 3-D interaction on learning a foreign language from an experiment conducted with German language learners. The objective is to draw empirical evidence on the usefulness of Virtual Reality technologies in the conception of a serious game. The results of the empirical study show a positive influence of 3D interaction on lexical short-term memorization, but did not revealed a significant influence on long-term memorization. The study also highlights the
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Keywords : Serious game, Virtual reality, Learning, Languages, Interaction
Abstract Serious games are an innovative way for tackling design objectives in a variety of IS contexts. In this paper, we explore the use of an online serious game for idea assessment in companies, an approach that is not covered in scientific literature so far. Thereby, we contribute to understanding (i) whether serious games can add to overcoming challenges in the area of idea assessment, and, (ii) whether there are potential biases of the game towards more incremental or radical ideas w
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Keywords : Big Five, Experiment, Idea Assessment, Personality Traits, Serious Games, Service Innovation, Team Formation
Introduction (Broacasting our studies)
Introduction by Julian Alvarez & Pascal StacciniSince 2002, the Serious game has been attracting growing interest thanks to the prospects it promises to offer in terms of prevention, training, education, learning, therapy, communication, training, data collection and so on. Valenciennes has been hosting the e-virtuoses since 2008. This is an event with international ambitions, designed to bring together players interested in Serious games, simulation and e-learning. The main sectors addresse
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Keywords : Serious game, Serious gaming, Conferences, SEGAMED, e-virtuoses, Health, Education, Communication
Genre is an important feature for organizing and accessing video games. However, current descriptors of video game genres are unstandardized, undefined, and embedded with multiple information dimensions. This paper describes the development of a more complex and sophisticated scheme consisting of 12 facets and 358 foci for describing and representing video game genre information. Using facet analysis, the authors analyzed existing genre labels from scholarly, commercial, and popular sources, and
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Keywords : Genre, Facet analysis, Video Games, Interactive media
=====================Résumé de la présentation=====================Selon la BNF, depuis 2014, le Ministère de la Culture tient à ce que nous privilégions le vocable « jeu sérieux » à la place de « Serious Game ». Il convient cependant de souligner qu’une telle traduction introduit une subtilité. En effet, dans la langue française, la notion de « jeu »
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Keywords : Serious game
Cette présentation expose à un public génraliste un petit résumé de l'histoire des Serious Games. Programme de la journée : Cette nouvelle forme de communication et d’apprentissage, issue des jeux vidéo, se retrouve peu à peu dans tous les domaines de notre vie, de l’école au travail, en passant par notre santé ou notre citoyenneté. D’où viennent-ils, quels sont leurs usages, comment l
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Keywords : Serious Game, History
A new year means a new section to the Ludoscience website! To celebrate 2014, we offer you a new "bibliography" section, dedicated to the books about videogames. This big list already features more than 80 books dealing with various topics: history of videogames, game creators biographies, Game Design, Serious Games, videogames studies & analysis... Each book is presented through a personal abstract and opinion, all purely subjective. But please note that we have read
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Keywords : site update, books, videogames, history, game design, serious games
While video games have established themselves as a major cultural industry of our time, the serious game, which derives from it, is arousing growing interest: more than simple entertainment, it promises to offer numerous perspectives in terms of prevention, training, education, learning, therapy, communication, training, data collection, etc. This is why the Grand Hainaut Chamber of Commerce and Industry took the initiative of organizing, since 2012 in Valenciennes, with the support of the Picta
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Keywords : Serious game, Video game, Chamber of commerce
The Europe 2020 strategy acknowledges that a fundamental transformation of education and training is needed to address the new skills and competences that will be required if Europe is to remain competitive, overcome the current economic crisis and grasp new opportunities. Innovating in education and training is a key priority in several flagship initiatives of the Europe 2020 strategy, in particular the Agenda for New Skills and Jobs, Youth on the Move, the Digital Agenda, and the Innovation Un
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Keywords : Learning, Serious Game, Game
The aim of this paper is to show the relevance of motivational key concepts in evaluating the use of serious game. Thisresearch involves115studentstrainingwith Mecagenius® (serious game in mechanical engineering). The results of theexploratorystudy also confirmthe relevance of theuseof flow in Education scale (EduFlow) to evaluatethe optimallearning experiencewitha serious game. It also appearsthatEduFlowisrelated tospecific actions within the school context such as self-efficacy, motivatio
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Keywords : Serious game, Flow, Self-efficacy, Interest, Motivational climate