This 200 pages book presents a selection 80 good games on the Super NES. Most of the chosen games are classical titles: Super Mario, Zelda, Starfox, Super Metroid, Castlevania, Final Fantasy, Megaman X, etc. Hopefully, the authors also highlight some obscure gems: Robotrek, Radical Dreamers, Shiren The Wanderer, Drakken, etc. Each games is presented over one page of text and one page of beautifully laid-out images. Last but not least, several 3-4 pages articles focuses on the key points of
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Keywords : super nes, history, games, encyclopedia
An analysis book dedicated to "The Legend of Zelda" game series. This text-only book is divided in two main parts. The first one, which represents about 2/3 of the book pages, begins with a quick presentation of each title in the series (from "The Legend of Zelda" to "The Legend of Zelda : Spirit Tracks"). The story of each episode is detailled in one or two pages, before analyzing the special features of its game design compared to the other episodes. But
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Keywords : the legend of zelda, analysis, psychology, story
This article studies the interface between, on the one hand, the identity of a student who is currently doing research on video games and, on the other hand, the identity of a woman gamer. This analysis will be carried out through a specific case: the elaboration of an experimental methodology to study issues of gender, of representation, and of roles within video games through a classification of female protagonists. This process needs to take into account both the demands of academic writing a
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Study of the impact of electronic communications based on Serious gameImpact of the Serious game: 1st approach. Organization of e UGSG contest This article aims at bringing the tangible proof of any impact causedby the Serious game object on their users. The followed idea is to organizean international contest to have on the one hand a corpus ofstudy and on the other a comparison between our approach of theSerious game object and those of the developpers. The tangible proofis well lis
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Keywords : Serious games, Creation, Evaluation, Impact, Perception
Study of the impact of electronic communications based on Serious game 2nd approach. Realization and diffusion of 3 Serious games This article presents the 2nd approach. This one initially aims to identifya public to play Serious games matching our approach of the object.Then, if we count such a public, the idea is to study it by questioning iton its relation with the object. To lead this study, we work out 3 Seriousgames filling our needs and study their diffusions and catch in hand
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Keywords : Serious games, Audience, Impact, Diffusion, Multiplayer
Study of the impact of electronic communications based on Serious game 3rd approach. Creation of a Play & Rate 2.0 Website dedicated to Serious games This 3rd approach aims at studying more in detail the nature of the Seriousgames’ impact on the players. To drive this study, we develop a2.0 Internet site allowing the Net surfers to play Serious games and toevaluate them. With this tool, a panel of 121 people is questioned. Atthe end, we discover there exists a variety of di
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Keywords : Serious games, Perception, Impact, Web 2.0, Evaluation
Abstract: The impact games are known to have on commitment is pushing more and more companies to use training programmes that incorporate games, including Learning Role-Play Games. This article presents the methodology (ScenLRPG) and formalism we have defined to support instructional designers in the design of such programmes. The ScenLRPG methodology is based on two main principles: the first one is to make designers integrate the use of game principles into their reflection; the second one is
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Keywords : Role-play game, Design support, Learning-scenario design, Formalism, Commitment
Abstract The global economic crisis that is felt is leading to the emergence of a need to increase business competitiveness, by improving the performance of its employees. In this sense, Lean Manufacturing is an area that deserves the attention of employers and their employees, since its main objectives are to increase productivity, reduce waste and optimize available resources. A Lean tool that deserves special attention is the 5S Method, which can improve productivity, by increasing the o
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Keywords : Serious Game, Learning, knowledge, Evaluation
An comical essay where the author analyses the "life lessons" embedded in some of the classical videogames from 8 and 16 bits home consoles (namely NES, Super NES, Genesis). For example, the two-players mode in Contra is about having a best friend, while Paperboy will teach you the basics of customer service. The quality of the different book chapters is very variable, but some chapters are excellent and they will undoubtedly makes you smile or laugh (in particular the hilarious chapte
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Keywords : humor, nes, super nes, genesis, life lessons
Abstract This article offers a theoretical discussion of the relationship between video games and education. Based on both a literature review of this field and a study of players of Massively Multiplayer Online Role-Playing Games, this article presents the difficulties in the field of education of thinking of games as a space of learning and proposes various theoretical elements to address this issue. References (1): Michaud, L., & Alvarez, J. (2008). Serious games : Adverga
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Keywords : Games, Education, Online games, Video games