Animation of the Serious Game's workshop dedicated to : "Corporate" in the context of e-virtuoses (November 2009).
Keywords : Serious Games, Corporate, Animation
Post-doctoral thesis carried out from June 9, 2008 to September 8, 2009 at Orange Labs / France Télécom.The aim of this study is to evaluate the impact of Serious Games (SG) on the general public and on employees of the France Telecom group. The overall approach is written within the framework of Customer Relationship (CR), which is orchestrated by OR Tools for Customer Relationship. The main challenges are to- To help optimize customer relationship management with the aim of obtai
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Keywords : Serious Games, Serious Play, Impact, Customer Relationship
Video games are ubiquitous in modern day life. Unfortunately, several children are overweight or even obese because they spend a lot of time watching television or playing non-physical video games, instead of perfoming physical activities. Furthermore, this lack of exercise affects their development. The fact that children are becoming overweight or obese is a health concern for many countries that are economical developed (like England) or are in development (like Mexico). In this paper we pres
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Keywords : Costs, Medical treatment, Pediatrics, Minimally invasive surgery, TV, Games, Airplanes, Virtual reality
AbstractThis dissertation presents a multi-method approach to study the user experience of playing video games. The motivation is to devise an objective assessment of the concept of user experience. It is proposed that user experience is better understood when it is studied as a two fold phenomenon formed by a process and an outcome. This definition allows the combination of the subjective nature of experience together with the objectivity needed to propose an objective assessment of experi
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Keywords : User experience, Video Game, Gaming experience, Metaphor
A scientific book gathering 28 contributions from researchers who are specialized on Serious Games, over 530 pages. The covered topics are wide, ranging from the definition of "Serious Games" to the advantages, limits, and practical use of games for education and social change. An interesting book featuring the work of some recognized researches in the field: James Paul Gee, Henri Jenkins, Yasmin Kafai, Debra Lieberman, Joost Rassens, etc.
Keywords : serious game, scientific research
Kaisha (a.k.a Kompany) is a Serious Game, available on social networks such as Facebook, that enables students in 8th and 9th grade to discover Corporate life through gameplay! The game helps teenagers learn the essential vocabulary used in the workplace and the principal mechanisms that underlie corporate activity. This project is initiated and coproduced with the French Ministry of Education.
Keywords : serious game, job orientation, corporate
A Serious Game, based on a car simulator, designed to teach how to drive in a ecological way. The player has to drive a car in a city to reach a place in a limited amount of time. The goal of the game is to try to reduce the amount of C02 produced by the car through an "ecological" style of driving: taking the habit to brake "softly", learning how to shift gears, knowing when to turn the engine off... This project received a grant from the french gover
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Keywords : serious game, ecology
An adventure and management game which will let you discover the pionneering telecommunication devices. Going back through time, you'll first have to manage ressources in order to let people "re-invent" the first telecommunication devices. You'll then be able to use them in order to understand how they worked. This game will extend your knowledge related to the history of telecommunications.
Keywords : serious game, telecommunication, adventure
A maze game which illustrate the way a computer network works. You'll have to handle TCP packets and lead them to their destination while avoiding collisions and hacker attacks.
Keywords : serious game, telecommunication, maze
This book is a hands-on guide dedicated to the job of "traditional" games creator: board games, card games, role-playing games... It's divided in 5 sections. The first one gives a tour of this profession through famous games case studies: Trivial Pursuit, Magic: The Gathering, Dungeons & Dragons and The Pokemon Trading Card Game. They are accompanied by interviews with a game author (Reiner Knizia) and a publisher (Mike Gray from Hasbro). The second part presents with more details
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Keywords : game creator, job, traditional games, board games, card games, industry