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 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
Le Serious game est-il un vecteur de développement économique endogène et exogène du territoire ? Quel est le niveau de développement de ce marché émergent ? Est-il porteur d’une croissance structurante pour les entreprises, les citoyens et le territoire ? Dans la mesure où les conditions sont réunies sur un territoire, peut-on réfléchir à la mise en oeuvre d’une stratég
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Keywords : Serious game, Economy, Territory
Abstract:Nowadays, organizations have to be flexible enough to allow adjustments to new circumstances and to be able to align their processes in a short time according to the users requirements, respecting environmental constraints and technological evolution. The challenges are then to improve process efficiency and quality, to introduce a continuous process evolution and to improve the stakeholder's satisfaction. This article proposes a Serious Game-based Method for Business Process Management
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Keywords : Serious game, Business Process, Modeling, Management, Participative process, Process improvement, BPM
Depuis les années 50, le nombre de Serious Games* édités dans le monde ne cesse de croitre. Balbutiant jusque dans les années 70, la croissance du nombre de jeux sérieux commandés ou édités dans le monde ne cesse de croitre de manière exponentielle jusque dans les années 2000. Ludoscience dans une première approche estime ce chiffre à plus de 2225 jeux sérieux en circulation et utilisé sur la
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Keywords : Serious game, Statistics
An article introducing a selection of game creation tools for the classroom. To read an abstract
Keywords : game design, game creation tools, school, pedagogy
An article that shows how to use Serious Game in classroom to set up debates between students
Keywords : serious games, school, pedagogy, debate