This tall book (larger than A4) is a collection of articles written by different authors who offer you a journey through the main video game-related events from the year 1992, in France. The book begins with a handful of papers dealing with year-long events, such as the home console competition between Nintendo and Sega, with a lot of figures. They are completed by a portrait of Masahiro Sakurai (Kirby, Smash Bros) and another one of the Lucasarts studio. Then, several articles are dealing with
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Keywords : history, 1992, console, pc, super nes, lucasarts
L'E3 (Electronic Entertainment Expo), le plus grand salon annuel du jeu vidéo, se tiendra cette semaine du 14 au 16 juin au Los Angeles Convention Center à Los Angeles. Il réunira des journalistes du monde entier, et sera le théâtre d'annonces des nouveautés et exclusivités des plus grands éditeurs (Microsoft, Ubisoft, Sony, Nintendo) qui modèleront l'univers vidéoludique pour l'année toute entière.
Keywords : Video game, Industry, Virtual Reality, Nintendo, Playstation, Xbox
In French-speaking research, the expression ‘serious gaming’ is used in English in order to refer to the practice of diverting videogames aimed at three new, functional purposes: the diffusion of message(s), training and data collection. ‘Serious games’ are thus distinguished from ‘serious gaming’: while the end result may appear similar (combining games with educational purposes), serious gaming applies new functions a posteriori. To highlig
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Keywords : Serious Gaming, Serious Game, Serious Modding, Serious Diverting
Retrogaming #1 : Introduction Date, heure et lieu de l'événement :Mercredi 1 juin 2016 de 13:00 à 14:00 (heure avancée d’Europe centrale Heure : France)Serre Numérique2 rue Péclet59300 ValenciennesFrance Assister à l'Evénement Cette 1ere session Rétrogaming introduira le sujet en proposant une frise temporelle qui passe en revue la préhistoire du jeu vid&eacut
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Keywords : Serious game history, Video Game history, Retrogaming, Workshop
Abstract After the turn of the century, video games have risen up to the level of the largest mainstream entertainment mediums, now even challenging the movie industry in size. Even though the area occupied by serious games in this market has only just recently really started growing, with serious games still being only a relatively small portion of the video games market, has the idea of using games as tools for education and training been the target of continuous interest for at least the
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Keywords : Video games, Serious games, Simulations, Simulate, Educational games, Edutainment, Health games, War games
As you may have noticed, these last months have been quiet for Ludoscience. Don't worry, the lab is still running, it's just that we have all been so busy with our current projects, that nobody had the time to actually update the website! As these projects near completion, in the upcoming weeks we will have new projects to share with you, including... a new book written by all the Ludoscience members! In the meantime, here is a selection of our activities during the last months: Our b
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Keywords : ludoscience, news, conferences
AbstractResearch into educational technology has evaluated new computer-based systems as tools for improving students’ academic performance and engagement. Serious games should also be considered as an alternative pedagogical medium for attracting students with different needs and expectations. In this field study, we empirically examined different forms of serious-game use for learning on learning performance and attitudes of eighty 13-year-old students in the first grade of middle school
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Keywords : Serious Game, student engagement
AbstractVideo games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when brought into the classroom, ranging from pragmatic issues (e.g., a high development cost) to deeper educational issues, including a lack of understanding of how the students interact with the games
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Keywords : Serious games, Game learning analytics, Learning analytics, Game analytics, Educational standards
Background: Serious games are computer or video games that contain elements that are specifically designed for the purpose of education or training. Serious games are increasingly being used within healthcare, but their introduction into and application in psychotherapeutic settings as an e-mental health treatment modality raises questions for both patients and therapists. Current research demonstrates the potential role and effectiveness of serious games within a psychotherapeutic context.
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Progressively, a kind of paradox is created through the scientific literature related to the game and play fields. The number of works dedicated only to video games conceals gradually the works dedicated to traditional games, although there are always strong links between those two kinds of games. It seems thus clear that a mutual lighting should make us wonder about the singularity or complementarities of the two areas. We propose to look at some of these existing links and contrasts between tr
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Keywords : video game, tabletop game, board game, Serious games, Gameplay, Play, e-sport