Games, MMOG-s (Massively Multiplayer On-Line Games), on-line social sites etc have become a major cultural and economic force. The main distinguishing features and attraction of these applications is their interactivity and emergent quality – participants constantly change the state of affairs with their actions. Gameplay, the resulting dynamic flow of events, is fascinating: this is like execution of an algorithm, where elementary actions are defined by game rules, but the logic, the flow
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Keywords : Gameplay, Structure, On-line social , Games, MMOG-s (Massively Multiplayer On-Line Games)
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
Dans le cadre de l'exposition MuseoGames - Une histoire à rejouer présentée du 22 juin au 7 novembre 2010 au Musée des arts et métiers. Qu'apporte ce nouveau concept ? Avant tout, le jeu devient une activité « sérieuse ». Si la défense a été le premier domaine d’application des serious games, ces derniers intéressent aujourd’hui de nombreux secteurs d’activité : sant&
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This report analyses the different Serious Game markets through a systematic examination of the technologies, the uses made of the games and the different professions involved, with particular focus on the key stages of design, development and distribution. It also explores the outlook for each market segment....
Keywords : Serious Games, Serious Play
This report analyses the different Serious Game markets through a systematic examination of the technologies, the uses made of the games and the different professions involved, with particular focus on the key stages of design, development and distribution. It also explores the outlook for each market segment....
Keywords : Serious Games, Serious Play
The autobiography of Takahashi Meigin, someone relatively unknown here but known by every gamer in Japan. He spent most of his career as a employee in Hudson Soft, a game development studio who created the "Bomberman" and the "Mario Party" series, among many others popular titles. But Takashi Meijin wasn't a regular employee: instead of designing videogames, he was hired to advertise them. A remarkably skilled videogame player, he was casted as living legend during the NES/Fa
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Keywords : biography, takahashi meijin, hudson soft, japon, nes, pc engine, 16 shot
This article focuses on tools that allow amateurs to create or modify videogames. In order to contribute to study the nature of game design, we will analyze games as crafted "artifacts". We will first review five categories of tools that allow creating games, in order to highlight the different "parts" games are made of. We will then use this empirical review to introduce a simple model of the inner structure of games: the ISICO model.
Keywords : game design, tools, game creation toolkit, mods, gaming 2.0
A short tv documentary broadcasted in the local news bulletin program of the "France 3" channel which presents the Serious Games EcoReporter : à la découverte d'Andromède and Le Jardinier Ecolo, designed by Damien Djaouti for his PhD thesis.
Keywords : serious game, ecology, tv
A journal article published in "La Dépèche du Midi" which presents the Serious Games EcoReporter : à la découverte d'Andromède and Le Jardinier Ecolo, designed by Damien Djaouti for his PhD thesis.
Keywords : serious game, ecology
A journal article published in "ToulEco" which presents the Serious Games EcoReporter : à la découverte d'Andromède and Le Jardinier Ecolo, designed by Damien Djaouti for his PhD thesis.
Keywords : serious game, ecology