Abstract: Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to increase visualisations and challenge the student creativity. They have the potential to significantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support
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Keywords : Serious Games, Business Simulation Games, e-learning, Problem-Based Learning, Education
An article about the history of the game X-PO 2089 Cyber Revolution. An extract of the article is available here.
Keywords : xpo 2089 cyber revolution, history, kalisto, playstation, unreleased, retro serious game
This article aims to demonstrate the importance of video game designers as agent of progress. This work is based on a study whose main purpose is to better define casual games while using the video game designers' professional knowledge. During the course of the study, it became clear that the game design practices have been evolving over time. Due to the scarcity of existing information on the role of designers in the scientific literature, it seemed appropriate to explore this lack. The r
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Keywords : video game design, design practice, designer role, professional knowledge, instrumental player, casual game
AbstractOrganizing for idea generation is a recurring challenge in intensive innovation contexts. The literature on ideation has reached a compelling consensus on the features that such organizational devices must possess to support sufficient creativity: learning processes and a creative climate of confidence to promote collaboration. However, current practical methodologies struggle to simultaneously realize these two features. In this paper, we explore the potential of Serious Games, a collab
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The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For
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Keywords : Health games, Children
Insert Coin is a funny one-button game where you have to trick an arcade cabinet into giving you credits, by using a coin attached to a string. This game was created in 72h for the #indiesVSgamers competition hosted by GameJolt on the theme "Arcade". The game is also freely available on Android . In this game, you'll have to "buy" as many credits as possible from an arcade cabinet using a single coin. The coin is tied to a string. After inserting the coin, you can pull t
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Keywords : arcade, indiesvsgamers, one button, android, flash
A few months ago, we told you about the history of Carmageddon, a famous racing game praised for its gameplay and violence. After the first title released in 1997, two sequels were made: Carmageddon II in 1998, and Carmageddon TDR in 2000. A screenshot of Carmageddon TV before its cancellation In 2003, SCi, publisher of the game series, started the development of a fourth episode. Titled Carmageddon TV, this new episode tries to explore a new direction. The universe is "rebooted"
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Keywords : history, video games, carmageddon tv, cancelled project, gameplay
An article about the history of the cancelled game Carmageddon TV (2003-2005), based on interviews with creators of the game.
Keywords : carmageddon TV, history, video game
AbstractThis article explores existing attempts to design a comprehensive and complex taxonomy framework for an educational business game intended to categorize and evaluate various properties. The identified missing elements in the current proposed taxonomies were used as a starting point for the design of a new category that addresses the game’s educational properties. The content of the proposed taxonomy category is presented and the properties selected are explained with regard to thei
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Keywords : Educational business game, Education, Business game, Edugame
This article deals with Serious Game design methods. More specifically, it focuses on the following question: is there any universal series of “steps” to design a Serious Game? Or is the availability of several different design methods unavoidable? To try to answer this question, we will study a corpus of ten design methods suited to Serious Games. Most of these theoretical tools are coming from or aimed to industry professionals. This literary review will allow us to perform
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Keywords : serious game, design, method