Rencontres Business Pays Bas – Cité de la Mode et du Design (Paris)publié le 3 mars 2016 dans Evénement partenaireLe 11/03/2016A l’occasion de la visite d’Etat du Roi et de la Reine des Pays-Bas, l’Ambassade des Pays-Bas organise le 11 mars prochain une rencontre entre entreprises françaises et hollandaises à la Cité de la Mode et du Design à Paris et vous invite à y participer.Dévelop
[...]
Keywords : Serious game, Economy, Business, Parternership
AbstractBusinesses around the world use serious games to make training more compelling and effective. An examination of the historic role of serious games in human resource management and the differences between serious games and other forms of professional development leads to the formation of a system for classifying serious games. Coupled with the experiences revealed in a study of 43 leading French firms that employ serious games to manage various aspects of HR, the typology can help manager
[...]
Keywords : Serious Game
This article questions the place of games in language teaching and more specifically examines how the transition between the use of traditional games in the classroom and their adaptation to digital media has been carried out. Are these games the same or have they changed ? Has the digital switchover preserved the entertaining aspects of these games or have these aspects changed in order to accommodate more serious content ? We will thus examine the potential added value of digital ver
[...]
Keywords : learning games, language learning, tasks, action-based learning, playful attitude
Progressively, a kind of paradox is created through the scientific literature related to the game and play fields. The number of works dedicated only to video games conceals gradually the works dedicated to traditional games, although there are always strong links between those two kinds of games. It seems thus clear that a mutual lighting should make us wonder about the singularity or complementarities of the two areas. We propose to look at some of these existing links and contrasts between tr
[...]
Keywords : video game, tabletop game, board game, Serious games, Gameplay, Play, e-sport
AbstractThis article summarises our Ph.D. thesis – an analytical view on the player-game relationship through the lens of an action-oriented framework, centred on fundamental entities defined as actors, entities through which action is enacted in the game and of which the player and the game system are a part of. With this in mind, the grounding principles of this framework are seeded in a transition of action into experience, based on communicational systems that structure the dynamic for
[...]
Keywords : Action, Chronology, Design, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Depth
Abstract: The article is dedicated to trending topic on gamifi cation of education. Nowadays video games and game technologies are important parts of modern educational technologies. The aim of the study is to develop mechanism for determining the possibility of using video game mechanics in gamifi cation. The authors described the classifi cation of video games and game mechanics based on literature review of English and Russian authors. The new evaluation method based on the computation o
[...]
Keywords : Gamification, Education, Video games genres, Video games classification, Game mechanics, Gameplay, Method to evaluate gameplay, Flow state
RESEARCH OBJECTIVE: The aim of the article is to present the phenomenon of gamification and to analyse the benefits connected with the introduction of the education methods and tools based on gamification systems. THE RESEARCH PROBLEM AND METHODS: The article provides examples of universities in which gamification courses (based on gamification systems) were introduced as part of their teaching programmes. Next, it identifies and analyses benefits resulting from the implementation of this i
[...]
Keywords : Education, Game, Gamification, Initiative
Abstract:The video-games market has become an established and ever-growing global industry. The health of the video and computer games industry, together with the variety of genres and technologies available, mean that videogame concepts and programmes are being applied in numerous different disciplines. One of these is the field known as serious games. The main goal of this article is to collect all the relevant articles published during the last decade and create a trend analysis about the use
[...]
Keywords : Games, Artificial intelligence, Decision making, Market research, Algorithm design and analysis, Decision trees, Industries
Edutainment is the idea of using games for training. But is it possible to evaluate edutainment? Here's a proposed model, based in particular on the initial work of Freitas and Oliver (2006). The following table summarizes our proposed CEPAJe evaluation model: This model is a double-entry grid. Vertically, there are 5 dimensions: Context, Teacher, Pedagogy, Learner and Game (CEPAJe). Each dimension is analyzed in relation to the key stages of training: introduction, progress and
[...]
Keywords : Serious game, Edutainment, Ludopedagogy, Evaluation, Education, Learning, Analyze, Training
Grounded on a perspective in which action is a defining trait in video games, this work proposes the development of an action-oriented framework focused on the analysis of the relationships between the player and the game system centred on the existence of actors, which we define as entities responsible for the actions that affect the game – a category in which the player and the game system are included. We describe the grounding principles of this framework as focused on a transformation
[...]
Keywords : Action, Chronology, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Design, Depth