Abstract Learning about software modeling languages from documentation can be a difficult and confusing process, and many of the currently existing modeling language tutorials are only marginally better. At the same time, players of video games spend hours upon hours learning to play games that require mastering complex strategies and concepts, without losing motivation or interest. This success for motivating learning effort seen in many games, is in turn supporting an emerging trend of ed
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Keywords : Learning, Games, Modeling
Abstract The aim of this thesis is to investigate whether it is possible for a teacher (as a non-game developer) to create educational computer games that could be considered fun‟ to play. The influences of game genre and graphical fidelity on this process are also investigated, along with the practicalities and barriers that constrain the (mainstream) use of computer games within the education system.A literature review was conducted into the motivations for using educational games,
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Keywords : Video games, Educational games
This tiny 80 pages books tells the history of the Mario Kart series of games, from Super Mario Kart (Nintendo, 1992) to Mario Kart 8 (Nintendo, 2014), also including spin-offs like Mario Kart Arcade GP (Namco, 2005). This book features a lot of images and is very pleasant to read. It also offers many trivia related to the various series episodes, obtained through a direct interview with the main designers. As it can go into details due to lack of pages, this book is recommended to anyone who hav
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Keywords : mario kart, history
Following the first book in the series, this book continues to explore the history of controversial video games. This second volume focuses on games about "torture" (Mortal Kombat, Night Trap, Chiller, Manhunt, Mad World...) and horror-themed games (Resident Evil, Silent Hill, The House of the Dead, Sanitarium, Rule of Rose...). Each game and the media controversy that accompanied it are presented using a variable number of pages. Here, this book tends to suffer from the same flaw as t
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Keywords : violence, torture, horror, controversy, addiction, media
This book deals with the war opposing Sega to Nintendo during the 90's, in the USA, for the control of the home console market. Over 550 pages, it follows the story of Tom Kalinske, who ran Sega US branch from 1990 to 1996. The book tells the many efforts the man and his team made to push the Genesis / Megadrive onto the US market, to try to make a dent in Nintendo's near monopoly over this market. This war is made of many battles, such as an offensive marketing campaign around the game Sonic (1
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Keywords : sega, nintendo, 16 bits, usa, marketing, sony , tom kalinske, genesis
"Les Oubliés de la Playhistoire" is French TV show broadcasted over the Nolife network, that highlights many unknown and intriguing video games. This companion book is packed with two DVDs gathering the 41 episodes of its first season. The books first details the birth of the TV show, thanks to the interview of the various people involved in the project. Each game featured in the first season of the show is then presented over two pages with a short text and several images. The
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Keywords : oublies de la playhistoire, nolife, underdogs
This communication addresses the issue of the appropriation of the Serious Game object by an ecosystem, particularly in the education area. The starting point begins with the observation that the video game is a basis for the development of many Serious Games. As such, this raises a set of resistors, including from parents of students and media. The video game is seen as negative, particularly by the violent images that some titles call. This can thereby impacting negatively inf
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Keywords : Appropriation, Video Game, Serious Game, Accompaniment, Complexity
A conference dedicated to GamePlay bricks and their use to analyse and classify video games. Speakers:Julian Alvarez (Julian.alvarez@univ-lille1.fr)Docteur en Sciences de l’information et de la communication. Responsable du laboratoire consulaire Play Research Lab (PRL) dédié à l’étude du jeu et de ses usages.Plus de 150 Serious Games à son actif pour TF1, Dupuis, Milan, CNRS …Damien Djaouti (damien@ludoscience.com)Maître
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Keywords : gameplay, bricks, Game design, Classification
Over 300 full-color pages, this book focuses on one particular aspect of video games: music. Seven thematic chapters details the impact of the technological evolution on video game music, the similarities and differences between game music and movie music, the various ways music is actually used in video games, the wave of rhythm games, and the rise of rearranged OST and concerts. Each chapter is concluded with a short biography of the main compositors cited as examples, and the last book chapte
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Keywords : music, j-rpg, concert, rearranged album, compositor, video game, history, analysis
This book presents 100 music albums based on famous video games original soundtracks. The author reviews each album over two pages, featuring beautiful illustrations. The author successfully shares his passion for video game music through this book. The text is easy to read and full of interesting information. My only complaint lies in the author's choice to focus on game OST published in separate CDs, which tends to heavily bend his OST selection towards Japanese console games, and J-RPG in par
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Keywords : music, video game, album