This paper proposes a methodology for assessing the coherence of a serious game.Given the extreme diversity of serious games, this methodology is based on the postulate of defining such objects as computer applications combining serious content with a videogame structure. The approach presented in this article is based on the formal deconstruction of “gameplay”, by reducing game rules to elementary functions. The ludic structure, thus formalized, can then be confronted with the utili
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Keywords : serious game, coherence, analysis, gameplay bricks, Evaluation
This conference is part of a workshop entitled “Deconstructing video games? Ways to build a coherent offer in toy libraries”, taking place at the 11th International Congress of Toy Libraries. This presentation explores the way in which video games are classified, using a formal system and Gameplay Bricks. In concrete terms, the idea is to use Objective and Means Bricks to identify gameplay families. By classifying such families, we can establish a taxonomy of video games. With such a
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Keywords : Gameplay bricks, Classification, Deconstruction, Formalism, Taxonomy, Video game, Formal system, Database
This presentation was part of the workshop entitled “Deconstructing video games? Ways to build a coherent toy library offer”. Its aim was to show how video games can be deconstructed through formal deconstruction, in the same way as Vladimir Propp did with Russian fairy tales in 1928. The result is a set of gameplay bricks: bricks of results, means and conditions. Based on such elements, the idea is to share with the public whether it would be possible to establish a classification o
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Keywords : Gameplay bricks, Classification, Deconstruction, Formalism, Taxonomy, Video game, Formal system
Presentation of the workshop: The idea of video game ratings is far from new. There are many and varied “free classification” systems used by the video game industry, the trade press or simply by gamers. However, while these systems are an important part of common video game culture, they are unfortunately not suitable for cataloguing or classifying all existing video games.Indeed, these so-called “free” systems follow the course of video game evolution: categories a
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Keywords : Classification, Videogame, Game library, Deconstruction, Structuralism, Gameplay bricks, Taxonomy, Formal system
An excellent book about the design of games written by Jesse Schell, a game designer who worked on Disneyland attractions and on the kids MMO Toontown Online, among others. With over 500 book pages, the author details the different aspects of the professional game design process, and explain how a game designer can influence them: game design documents, mechanics, interface, characters, the "client" funding the game, player's emotions, the game designer's artistic motivation... Besides
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Keywords : game design, examples, in-depth, jesse schell, disney
The aim of this paper is to focus on the “infra-narrative” level of video games, i.e., the elements that lie below or on the bangs of the main narrative. In this formal referential, the question is to apprehend whether gameplay bricks can constitute narrative functions and modalities. This approach refers to the work of Vladimir Propp, who in 1928 identified a set of functions in a corpus of Russian fairy tales.
Keywords : Gameplay, Semiotic, Narrative, Narration, Gameplay Bricks, Formal deconstruction, Narrative functions, Storytelling
A serious board game themed after the Simpsons show, where you play through an average day with meals, works and sport. It's up to you to balance between meals and activities in order to make trough the whole without weaknesses !
Keywords : serious game, board game, simpsons
If you want to read only one book about Game Design, it should be this one. With over 450 pages, this "Game Design Bible" will allow you to truly understand how to create games. Among other topics, this book deals in great details with prototyping, the structure of a game (formal elements, dramatic elements, system dynamic...) or the day-to-day activity of a professional Game Designer working in the industry. As a talented Game Design teacher, Tracy Fullerton offers here a level of tho
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Keywords : game design, study, examples, practical
The implementation and development of multimedia devices intended for the general public raises many questions among designers. Drawing on an experiment conducted in 2006, we present in this paper the different multimedia systems put in place. Both the design phase and the operational phases are questioned, with the usability and affordance frameworks as the analytical framework. We also propose to enhance the user-friendliness of the devices so that they can be more efficient and effective. Thi
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Keywords : serious game
Video documentary which illustated this debate
Keywords : feminine audience, serious game