Dans le cadre de l'exposition MuseoGames - Une histoire à rejouer présentée du 22 juin au 7 novembre 2010 au Musée des arts et métiers. Qu'apporte ce nouveau concept ? Avant tout, le jeu devient une activité « sérieuse ». Si la défense a été le premier domaine d’application des serious games, ces derniers intéressent aujourd’hui de nombreux secteurs d’activité : sant&
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The sensation of immersion can play a significant role in improving an individual's concentration when carrying out a given task. The virtual environments used by Serious Games need to be immersive in order to provide the best possible utilitarian dimension. The latter offers two overriding orientations: spreading a message and enabling training in a given field. The aim of this paper is to present how a sense of immersion can be created in users of serious gaming. The chosen approach is to expl
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Keywords : Imaginary, VR, Virtual Reality, Serious Game, Immersion, Story, Scenario
1 Introduction As one of the fastest growing segments of the global entertainment market (Szalai, 2007), video games have come to represent a wide spectrum of values in terms of expectations and design decisions of the groups involved in their development and publication. Despite a rapidly expanding market, changing demographics and growing global economic importance, regional differences in game designs have yet to be fully explored. The underlying premise of this research is that game com
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Keywords : Video games, Genre, Game components
A book addressing the delicate "video game addiction" topic in a clear and thoughtful way. The book is suited to parents of young video game players, and explains the current state of scientific knowledge on this topic: in spite of what some un-rigourous journalists might say, video games are not a "drug", but some players may be in a "excessive playtime" state which they sometimes need help to escape from. To help parents achieve this goal, the book briefly introdu
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Keywords : video game addiction, parent handbook, simple, practical, testimony
That national education, the United Nations and Greenpeace, for example, use video games to convey a message and communicate, reveals that this form of digital leisure constitutes a credible alternative to traditional forms of communication. Furthermore, if the message includes an educational dimension, in the most global sense of the term, we believe that we are facing a new product in the world of multimedia. In this communication, we propose to take a critical lo
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Keywords : Serious Game, Advertainment, Edugame, Education, Innovation, Marketing, Réception
L’objet de cet article est de présenter un outil destiné à classer les jeux vidéo, étudier leur nature et corroborer des hypothèses par une approche pragmatique. L’approche suivie est de s’inspirer de la méthodologie de Vladimir Propp qui a servi à classer les contes russes en son temps, tout en nous appuyant sur les travaux et l’approche « itérative » des game designers Katie Salen et Er
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Keywords : Classification, Bricks, Gameplay, Taxonomy, Video games