A conference dedicated to GamePlay bricks and their use to analyse and classify video games. Speakers:Julian Alvarez (Julian.alvarez@univ-lille1.fr)Docteur en Sciences de l’information et de la communication. Responsable du laboratoire consulaire Play Research Lab (PRL) dédié à l’étude du jeu et de ses usages.Plus de 150 Serious Games à son actif pour TF1, Dupuis, Milan, CNRS …Damien Djaouti (damien@ludoscience.com)Maître
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Keywords : gameplay, bricks, Game design, Classification
A video chronicle explaining the classification of videogame, which mentions our own GamePlay bricks system (among others).
Keywords : gameplay bricks, merci dorian, jeuxvideo.com, video game classification
Genre is an important feature for organizing and accessing video games. However, current descriptors of video game genres are unstandardized, undefined, and embedded with multiple information dimensions. This paper describes the development of a more complex and sophisticated scheme consisting of 12 facets and 358 foci for describing and representing video game genre information. Using facet analysis, the authors analyzed existing genre labels from scholarly, commercial, and popular sources, and
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Keywords : Genre, Facet analysis, Video Games, Interactive media
Where do “serious games” come from? What are they used for? How can they be safeguarded? BnF is organizing a series of events around this new form of learning. To round things off, a study afternoon on February 5, focusing on social issues, brought together game designers, teacher-researchers and BnF experts to analyze this fast-growing phenomenon, from school to work, from vocational training to citizenship awareness.
Keywords : Serious game, Pedagogy, Market, Origin, Classification
Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultura
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This paper describes the development currently being conducted into serious games which pursue some form of benefit in the field of health care. Although serious games are associated with software developments, developing them in the area of health care involves studying the associated multimedia technology and paying attention to aspects related to interaction with the game. Serious games for health cover matters related to education and medical treatment, rehabilitation and psychological treat
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Keywords : Games, Computers, Educational institutions, Mixers, Medical treatment
Craftyy is a tool designed to ease the creation of videogames without requiring any kind of technical skills. Paired with an online sharing platform, it's designed to foster collaborative game design. Any game created with it is place under a Creative Commons licence (BY-NC). Hence, anyone can pick any of the game hosted on the platform, and easily create its own "remix", then share it again to the plaform. Still under construction, Craftyy needs you to continue. If you are
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Keywords : game design, gaming 2.0
We just uploaded in the list of our publications a book chapter related to the classification of Serious Games. This chapter presents the classification system used on the site http://serious.gameclassification.com/ to classify more than 2600 Serious Games. It was published last year in a book titled Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches, and it's now freely available on our website (draft version).
Keywords : serious games, classification
Who knows Alive published by Lankhor in 1991? Probably very few people. This adventure game for the Amstrad CPC was developed by Arnaud Laplace and myself when we were still in high school. Inspired by films such as “New York 1997” and “Planet of the Apes",we imagined the game's story and then improvised as game designers, writers, coders, computer graphics artists and musicians to bring it to life. The
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Keywords : Retrogaming, Video game, Adventure, Amstrad CPC, Video game history
On the french version of this blog , I posted an in-depth critic of a (french-written) book about the history of Mario. Far from being a simple "illustrated books for fans" filled with nostalgia, l'Histoire de Mario by William Audureau and published by Pix N'Love is one on the most interesting books about the genesis of Mario. It's not an history book, it's an analytical book that tries to answer one simple question : "Why Mario?". After all, when Nintendo picked a masc
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Keywords : mario, history, nintendo, analysis