This paper presents the project of extension of the on-line learning system Sphinx to multimedia capabilities. Sphinx is actually used by the students of the University Laval at Quebec in an artificial intelligence course. This system enables the student to revise during their course and before the exams. The originality of the method rises in collaborative way of working, each student adding comments on the others. This interactivity has reach its boundaries and a new way is arising in order to
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Keywords : pédagogie, Video Game, Avatar, Virtual Companion, Serious Game
A 700 pages introductory bible to the many concepts of Game Design. This book is an updated and revised edition of "Andrew Rollings and Ernest Adams on Game Design", and it's still divided in two parts. The first one is explaining the fundamental concepts of video game design: game design process, game mechanics, balancing, storytelling, characters, level design, etc. The second part of the book presents the main video game genres (action, adventure, simulation, sports, etc.) and their
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Keywords : game design, introduction, genre, beginner
The aim of this article is to present V.E.Ga.S tool, which intends to classify video games, study their nature and to corroborate hypothesis by a pragmatic approach. The approach has been inspired by the methodology of Vladimir Propp, who has classified Russian Tales at the time, as well as on the works and the "iterative" approach of the game designers Katie Salen and Eric Zimmerman. The approach consists in studying a significant number of video games in order to index their composit
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Keywords : Classification, Game design, Video Games, Morphology, Taxonomy, Bricks, Experimental Methods
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
More than 39000 games classified according many criterias: authors, years, gameplay, machines...
Keywords : Video Game
This book details the history of Commode, a company who built legendary computers such as the Commodore PET, theVIC-20, the Commodore 64 and the Amiga. Over more than 550 pages, this book presents the full history of the company, with incredible details and a lot of unique information obtained through interviews with former employees. The story begins in 1976 with Chuck Peddle, an engineer working for MOS Technology, who designed a microprocessor called 6502. It was the first one to be cheap eno
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Keywords : commodore, commodore 64, amiga, jack tramiel, computer
The objective of this paper is to restore the process of development and installation of a project called "Technocity" which aims to develop technology courses of French State Education among the young people from 15 to 18 years old, with a very special care for the girls. We develop a gameplay to build a new school guidance tools. We choose to create a dynamic approach with video game and shortly report on different technical job. After, we explore the impact and the reception of this
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Keywords : School guidance, Advertaising tools, Advertainment, Education, Edumarket game, Innovation, Marketing, Reception
The objective of this paper is to restore the process of development and installation of a project called "Technocity" which aims to develop technology courses of French State Education among the young people from 15 to 18 years old. We develop a gameplay to build a new school guidance tools. We choose to create a dynamic approach with video game and shortly report on different technical job. After, we explore the impact and the reception of this tool in different classrooms by childre
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Keywords : Advertaising tools, Advertainment, Education, Innovation, Marketing, Reception, School guidance, Serious Game
The objective of this paper is to restore the process of development and installation of a project called "Technocity" which aims to develop technology courses of French State Education among the young people from 15 to 18 years old, with a very special care for the girls. We develop a gameplay to build a new school guidance tools. We choose to create a dynamic approach with video game and shortly report on different technical job. After, we explore the impact and the reception of this
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Keywords : serious game, Advertising tools, Advertainment, Education, Edumarket game, Innovation, Marketing, Reception