Abstract Gameplay is commonly considered to be a voluntary activity. Game designers generally believe that voluntary gameplay is essentially different from mandatory gameplay. Such a belief may be a challenge for serious games, as instruction is usually mandatory. The article describes the outcomes of two experiments on the impact of voluntariness on the learning effect and enjoyment of a serious game. In the first experiment freedom of choosing to play a serious game was studied, with part
[...]
Keywords : Serious games, Learning effect, Enjoyment, Mandatory play
For the Ludoscience team, it's very important to play if you want to practice Ludology.Having read a few articles mentioning the idea that Pokémon GO could promote the health of its users through the walking activity it elicits, we wanted to form our own opinion by playing the title. We took the game with us on vacation, in the countryside, in the mountains and in the city.This month-long test also gave us the opportunity to make a few observations in the field, which we'd like to share w
[...]
Keywords : Serious Game, Video game, Smartphone, Serious Gaming, Pokemon Go, Gameplay, Research
AbstractDesigning serious games is a complex process because finding the right balance between the ‘serious' and the ‘game' dimensions is vital, as pointed out in some meta-analyses (Wouters, et al. 2013). If educational content prevails over the entertainment element, users' motivation may decrease and this can have a negative impact on the effectiveness of learning. On the other hand, if entertainment predominates over content, this can also limit learning opportunities. Another ma
[...]
Keywords : Serious game, Design, Education, Digital games, Modèles
This tall book (larger than A4) is a collection of articles written by different authors who offer you a journey through the main video game-related events from the year 1992, in France. The book begins with a handful of papers dealing with year-long events, such as the home console competition between Nintendo and Sega, with a lot of figures. They are completed by a portrait of Masahiro Sakurai (Kirby, Smash Bros) and another one of the Lucasarts studio. Then, several articles are dealing with
[...]
Keywords : history, 1992, console, pc, super nes, lucasarts
Abstract After the turn of the century, video games have risen up to the level of the largest mainstream entertainment mediums, now even challenging the movie industry in size. Even though the area occupied by serious games in this market has only just recently really started growing, with serious games still being only a relatively small portion of the video games market, has the idea of using games as tools for education and training been the target of continuous interest for at least the
[...]
Keywords : Video games, Serious games, Simulations, Simulate, Educational games, Edutainment, Health games, War games
As you may have noticed, these last months have been quiet for Ludoscience. Don't worry, the lab is still running, it's just that we have all been so busy with our current projects, that nobody had the time to actually update the website! As these projects near completion, in the upcoming weeks we will have new projects to share with you, including... a new book written by all the Ludoscience members! In the meantime, here is a selection of our activities during the last months: Our b
[...]
Keywords : ludoscience, news, conferences
Abstract: In this article a summary is made of the use of standard electronic game’s methods in e-learning. It shows how game-elements and game-mechanics can be applied in e-learning environments. Different types of Serious games – Game-based learning, Gamification of learning, Organizational-dynamic games, Simulation Games and Edutainment have been discussed. The article introduces the game-based model for learning and 70:20:10 education framework. There are examples for e-Lear
[...]
Keywords : E-learning, Serious games, Game-based learning, Gamification, Game-based learning model
Rencontre "A l'intersection du jeu et de l'apprentissage" le 25 mai 2016© Droits réservésLe 25 mai 2016, le Centre de Recherches Interdisciplinaires (CRI) et le Service d’accompagnement aux pédagogies innovantes (Sapiens) de USPC vous invitent à rencontrer et échanger avec Julian Alvarez, Antoine Taly et Alexandre Mignon sur le thème « A l'intersection du jeu et de l'apprentissage ». Programme de la rencontre12h30 &n
[...]
Keywords : Serious game, Edugame, Game based learning, Education
AbstractResearch into educational technology has evaluated new computer-based systems as tools for improving students’ academic performance and engagement. Serious games should also be considered as an alternative pedagogical medium for attracting students with different needs and expectations. In this field study, we empirically examined different forms of serious-game use for learning on learning performance and attitudes of eighty 13-year-old students in the first grade of middle school
[...]
Keywords : Serious Game, student engagement
=================Résumé de la conférence================= Datagame : Crowdsourcing Métriques & TracesCette présentation a pour objectif de présenter le concept de Datagame, une catégorie de Serious Game associé à des échanges de données.Les Datagames nous renvoient notamment au concept de Crowdsourcing qui sera expliqué.Ces éléments expliqués, il conviendra de comprendre ce que sous-
[...]
Keywords : Datagame, Metrics, Serious Game, Data Base