An excellent book featuring a deep analysis of the experiences offered to players by videogames. Being at the same time a gamer and a scholar, the author provides us with his very thoughtful and stimulating ideas on this topic. The first three chapters are tackling the issue of defining games, video games, and the relation between games and movies / storytelling. As they are full of concepts and references, these chapters are a bit harder to read than the others. The three following chapters are
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Keywords : history, philosophy, sociology, experience, critical, gamification
Without a doubt, this book is the most interesting story about the birth of Mario available! Written in the spirit of a PhD thesis (analysis of references in order to build and prove an hypothesis) while remaining easy to read, this book finally answers to a fundamental question: why Mario? In other words, this book will tell you how and why this character became the icon of Nintendo instead of a then more popular character: Donkey Kong. A book that any Mario fan should read as they will discove
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Keywords : history, mario, donkey kong
This scientific book gathers contributions from 12 researchers, coming from different fields, who are studying different sides of videogames: identification of the Game Designer knowledge, using videogames in schools, space in videogames, how to dissect a videogame to analyze it, analysis of MMORPG as social spaces...N.B.: The members of Ludoscience wrote a chapter of this book, about "Serious Games".
Keywords : scientific research, education, sociology, computer science, geography
While video games have become a major cultural practice, we still know little about the diversity of the video game audiences and their practices. Identifying the main issues in the reticularization of the territories in which video game are used, and rising above normative debates on violence and addiction, requires a multidisciplinary approach, at the interface between social and cultural geography, and the sociology of cultural practices. The analysis of video games as spatial systems enable
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Keywords : Cultural practice, Network, Space, Territory, Video game
This book focuses on the Assassin's Creed saga: it analyses the first two episodes of the series, alongside with Brotherhood, as the book was written in 2010. This book is divided in three complementary parts. The "Creation" part tells about the birth of the games in Ubisoft studios. The "Universe" part details the scenarios of each episode, written in separate chapters in order to allow you to avoid "spoilers". Last but not least, the "Analysis" part anal
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Keywords : assassin's creed, saga, analysis
Disclaimer: The CROSSROAD project is co-funded by the European Commission under the 7th Framework Programme. This document reflects only authors’ views. EC is not liable for any use that may be done of the information contained therein. Executive summary This document is the final version of the Research Roadmap on Governance and Policy Modelling, which lists and describes research themes to be supported by future public funding through Science & Technological Roadmappin
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Keywords : Roadmap, Grand Challenges, Research Challenges, Model-based Collaborative Governance, Data powered collective intelligence and action, Government Service Utility
This paper presents a review of the literature on game design. After proposing a theoretical framework to clarify the definition of "ludic interactivity", we analyze a corpus of 36 texts dealing with game design. This analysis will first enable us to sketch out a categorization of the different types of methodological approaches to game design. It will then allow us to reflect on the very nature of game design, and more specifically on the different stages that make up this process.
Keywords : Game Design, Formal model, Interactivity
The "Serious Games" field raises a specific need. People without professional game design skills, such as teachers, corporate trainers, therapists and advertising professionals, request tools that could allow them to create or modify such games. This article will analyze "Gaming 2.0" examples in order to identify tools that could help fulfill this need. Indeed, "Gaming 2.0" is a way for players to create videogame content without skills from the entertainment videog
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Keywords : gaming 2.0, serious games, game design, level design, player-generated content
This book deals with the rich history of videogames and cinema, and more specifically their relations with American movies. The author details with a high level of precision the various links between the movie and videogame industries, such as the numerous movies-games and games-movies adaptions. But the author doesn't remain at a surface level, he pursues his analysis at a deep level: he studies the evolution of games-movies relations according to the different economical eras of the videogames
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Keywords : cinema, videogames, hollywood, thesis, mario, donkey kong, warner
This book focuses on the design of "Casual Games", i.e. video games aimed to people playing them casually. The three first chapters deals with the definition of casual games, their professional creation process, and a broader study of the various play from they can offer. The nine following chapters are then dedicated to each sub-category of casual games: management, match-3, puzzles, hidden objects, construction, social games, etc. While the text is easy to read and understand, this b
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Keywords : game design, casual games, examples, analysis, industry