(Broacasting our studies)
In this new episode, Dr. Ludus explores the concept of the "video toy", as described by researcher Stéphane Natkin in 2003 in his book "Video Games and Media in the 21st Century". https://www.eyrolles.com/Informatique... How does the concept of "video toy" differ from that of "video game"? That's what Machine and Dr. Ludus explain in this new episode. Find out more about video toys: http://ja.games.free.fr/Introduction_... (pp.19-21). Cre
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Keywords : Toy, Video toy
Between 2021 and 2022, INSPE Lille and Julian Alvarez have designed and produced a traveling exhibition entitled “Does the video game escape the question of gender?”. With a view to media education, the exhibition invites visitors to question the representations and imaginaries conveyed by video games in relation to questions of gender, identity and sexual orientation.In concrete terms, the exhibition is made up of 15 posters, based on the principle of Figure 1: a central question, i
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Keywords : Video game, Gender, Gender stereotype, Sexism
The aim of this paper is to present a lexicometric study identifying, between 1980 and 2019, the number of occurrences of the following 4 keywords: “joueuse”, “joueuses”, “joueur” and “joueurs” that can be identified in the French-language videogame press. In concrete terms, the corpus explored represents a set of 1,075 documents, the main titles of which are shown in Table 1. Statistical processing was carried out to check the validity of the data
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Keywords : Female player, Male player, Female gamer, Male player, Gender stereotype, Video games press, Representation, Video game
Why use games in schools, extracurricular activities and associations? Can games help us learn? What skills can be acquired through play? We invite you to the Canopé 972 workshop on November 30 from 8:30 a.m. to 5 p.m.! Come and discover the “Lab'Ludopédagogie”, a space dedicated to experimentation, exchange and sharing around play. Morning: Conferences/discussions with Julian Alvarez (in person or online) 
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Keywords : Ludopedagogy, Edutainment, Serious game
(Broacasting our studies)
Data from the Player Profile Questionnaire used to develop the PPP Grid model.
Keywords : Data, Players profile, Bartle, DiSC, PPP Grid
Study day dedicated to Art and neuroscience. In this context, the aim of the conference was to explain the concepts of Gamification, Ludopedagogy, Serious Game and Serious Gaming.
Keywords : Gamification, Serious game, Video game, Ludopedagogy, Edutainment, Serious gaming, Art, Neuroscience
The aim of this conference is to clarify the notions of Gamification, Ludo-pedagogy and Serious Gaming.These approaches will be illustrated by activities or concrete examples, to help us understand their nuances.Once these elements have been presented, the idea will be to discuss the approaches presented with participants, in order to assess their relevance. See video: https://www.canal-u.tv/134040 Link
Keywords : Ludopedagogy, Edutainement, Serious game, Serious gaming, Ludification
Workshop designed to introduce participants to how to structure a fun educational session through a concrete illustration: setting up a fun activity involving video games. The objective is to make them understand the concept of the three educational stages: introducing, facilitating and debriefing the activity to maximize the chances of achieving the useful goals.
Keywords : Video game, Pedagogy, Ludopedagogy, Edutainment, Serious game, Gamification, Structuring
Abstract— While the serious game concept has considerably evolved in the last two decades, it still needs to be clearly differentiated from other types of artifacts. Thus, there is a degree of confusion about the relationship between serious games and other related applications such as simulators or the re-purposing of entertainment games within educational practices for most outside the domain. This article proposes a formal approach toward classifying Games, Toys, Serious Games, Serious
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Keywords : Formal definition, Health, Health Game, Serious Game, Serious Modding, Serious Re-purposing, Serious Toy, Simulator
Round-table discussion on the place of games in schools and libraries. As part of this cross-fertilization between teachers, librarians, librarians and researchers, the idea was to examine the benefits and constraints of using and lending games in the school environment. Board games and video games were associated with these questions.
Keywords : Board game, Serious Game, Ludopedagogy, Edutainment, Documentation, Library, School, Documentation and information center