Abstract“Serious Games” is a unique industry that is concerned with the training/learning performance assessment of its clients. It is one of three digital technology industries (along with digital games, and online learning) that are rapidly advancing into the arena of analytics. The analytics from these industries all came from the tracing of user-generated data as they interacted with the systems, but differed from one another in the primary purposes for such analytics. For exampl
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Keywords : Serious games analytics, Game analytics, Learning analytics, Definition, Theoretical foundation, Human performance assessment
This article describes the development, implementation, assessment, debriefing and outcomes, and potential uses of a university student-driven educational gaming project, as a major assessment item in an archaeology course entitled ‘Ancient Medicine’. Discussion of these various aspects of the project is explored in the context of educational gaming theory and practice. We demonstrate that educational board games not only represent an effective method for students to retain and conve
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Keywords : Ancient history, Archaeology, Course design, Educational board games, Pedagogy
In this article, we examine the way in which fourteen heritage sites use serious games as a tool for cultural education. Our three-step analysis model (input, process and outcome) addresses the types of content offered, the characteristics of the games and their cognitive, emotional and communicative aims. References (1): Alvarez J., Djaouti D. et Rampnoux O. (2011), Typologie des serious games, in Rufat S., Ter Minassian H. (dir.), Les Jeux vidéo comme objet
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Keywords : Cultural heritage, Serious Game, Cultural education
The reiterating demographical statistics have been consistent in elaborating the growing rate of the aged population in both developing and developed countries. Currently, steady increase in lifespan of certain populations has been observed which further exacerbates this trend. Governments and other stakeholders in health care have embraced solutions from various disciplines in improving the wellbeing of their elderly citizenry. Serious Games (SGs) are games that have been designed to accomplish
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Keywords : Serious Games, eHealth, elderly health care
Digital technology users are growingly involved in what has been described as convergence culture or participatory cultures. In this context, a major role is played by user-generated content. This article focuses on the participatory practices related to Little Big Planet (LBP) 1, a PlayStation platform video game that encourages users to create and share their own gaming levels. Our theoretical framework refers both to convergence culture and to a specific perspective of game studies that focus
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Keywords : User-generated video gaming, Participatory cultures, PlayStation Network, Little Big Planet
User tracking is one of the keys to evaluate the effectiveness of Serious Games. Two main approaches are available to perform such user tracking: the first one is to insert the Serious Game inside a LMS through SCORM or IMS-LD, while the second one is to build a custom analysis tool for each Serious Game. In this article, we introduce a third approach to track Serious Games users: the use of generic metrics & analytics platforms. This article presents an experiment where two Serious Games ha
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Keywords : serious games, assessment, user tracking, google analytics, playtomic, ecology
In order to contribute to the analysis of the “disseminations of video games”, this article attempts to examine the “Serious Game” designation itself. Our study relies on a corpus of texts aiming to define what a “Serious Game” is, alongside with a corpus of video games matching its definition. We will begin with a study of the historical origins of the “Serious Game” designation, in order to identify what it refers to, and why it is used tod
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Keywords : serious game, video game, definition, history, purpose, impact
AbstractIn learning environments, appropriate objectives are needed to create the conditions for learning and consequently the performance to occur. It follows that appropriate metrics would also be necessary to properly measure what actually constitute performance in situ (within that environment), and to measure if learning has indeed occurred. Serious games environments can be problematic for performance measurement because publishers often posit the game would automatically facilit
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AbstractThis article analyzes Free Rice within the context of “the rise of the ludic sublime,” where video games are hailed as the solution to highly sophisticated political problems. As part of what we call practices of “philitainment,” Free Rice, we argue, functions within the political domain of what Jodi Dean has termed “communicative capitalism” and therefore both captures resistance and actually solidifies global capitalism. Ultimately, th
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Keywords : Digital Games, Critical Theory, Governmentality, Philitainment, Development
Carmageddon. A video game known by people even if they never played it, thanks to its scandalous reputation. However, this game is far from solely being the "nasty racing game where you have to crush pedestrians" that many media and politicians wanted to ban. Carmageddon is first and foremost an excellent game, featuring many technological and gameplay innovations that deeply influenced the racing game genre. We interviewed Neil Barnden, co-founder of Stainless Software gam
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Keywords : history, carmageddon, stainless software, violence, scandal, censorship, fun