Abstract Serious games and its related fields have lately received a lot of interest due to their potential for training and education. Serious games can be defined as (digital) games that are used for reasons other than entertainment. Gamification can be related to serious games and can be defined as the process of game-thinking and game mechanics to engage users and solve problems. The initiator of this project was ABB. ABB delivers a process control system used to control the processes o
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Keywords : Gamification, Serious games, Process control system, Oil and gas separation, Simulator
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
We updated the section featuring our projects. Now it gathers about twenty of our projects: creation of videogames (Serious Games, Social Games, Alternate Reality Games, simulators...), creation of 2.0 websites and online databases, and organization of events like game creation contests or Serious Games discovery night parties.
Keywords : ludoscience, projects
This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment. Serious Gaming (SG) is at the crossroads of several disciplines: e-learning, computing, engineering, virtual world d
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Keywords : Serious Game, Market, Evolution, Health, Defence, Education, Study, Training
AbstractResearch in game-based learning environments aims to recognise and show emotion. This chapter describes the main approaches and challenges involved in achieving these goals. In addition, we propose an emotional student model that can reason about students’ emotions using observable behaviour and responses to questions. Our model uses Control-Value Theory (Pekrun et al., The control value theory of achievement emotions. An integrative approach to emotions in education. In: Schutz, P
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Keywords : Computer Science, Computers and Education
Study of the impact of electronic communications based on Serious gameImpact of the Serious game: 1st approach. Organization of e UGSG contest This article aims at bringing the tangible proof of any impact causedby the Serious game object on their users. The followed idea is to organizean international contest to have on the one hand a corpus ofstudy and on the other a comparison between our approach of theSerious game object and those of the developpers. The tangible proofis well lis
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Keywords : Serious games, Creation, Evaluation, Impact, Perception
Study of the impact of electronic communications based on Serious game 2nd approach. Realization and diffusion of 3 Serious games This article presents the 2nd approach. This one initially aims to identifya public to play Serious games matching our approach of the object.Then, if we count such a public, the idea is to study it by questioning iton its relation with the object. To lead this study, we work out 3 Seriousgames filling our needs and study their diffusions and catch in hand
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Keywords : Serious games, Audience, Impact, Diffusion, Multiplayer
Abstract This paper analyzes the potential of serious games for professional and pedagogical purposes and learning. To do this, the authors have questioned the efficiency of these games. They present an experiment conducted with 66 students trained in sales that compares a group of players with a group of non-players. The game’s impact on skills was studied from two angles: first from a theoretical point of view (based on the marks obtained in tests), and second from a practical point
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Keywords : Serious Games, ICT efficiency, Experiment
Keywords : art game, contest, jury, creation
In association with the multimedia workshop and the game library of the Odyssud cultural centre, located in Blagnac (near Toulouse, in France), we ran a local edition of the international game creation contest called "Global Game Jam". The contestants had 48h to design an experimental videogame on the theme "Extinction". The 17 contestants who participed in our local antena of this huge jam created two videogames: Celestial Equilibrium
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Keywords : game design, contest