The aim of this paper is firstly to explain why certain productions linked to the video-game industry have been commercially unsuccessful. Secondly, the idea is to identify whether certain achievements can be reused to innovate. This approach is aimed at students, industrialists, researchers and healthcare professionals alike.
Keywords : Retrogaming, Neo retrogaming, Innovation, Video game, Serious game, Health, Research, History
(Broacasting our studies)
(Broacasting our studies)
(Broacasting our studies)
(Broacasting our studies)
(Broacasting our studies)
(Broacasting our studies)
The aim of this interactive talk is first to present a number of examples illustrating the videogame culture that is spreading throughout our society. We will then put the concepts of gamification, edutainment, serious game and serious gaming into perspective. The idea is to raise awareness of the importance of anthropocentric approaches, as we explore these concepts. Finally, we will attempt to develop an evaluation model for edutainment activities.
Keywords : Retrogaming, Neo retrogaming, Innovation, Video game, Serious game, Health, Research, History
From November 29 to December 1, 2017, the Hauts-de-France research and innovation meetings were held. Organized by ID6 in LaGrappe, these digital-focused days addressed several issues relating to the use of videogame devices in education, vocational training and integration. With presentations by researchers (including Frédérique Bros, Florence Thiault, Mariela de Ferrari and Julian Alvarez) and professionals, workshops on video game experimentation and the financing of innovation
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Keywords : Serious game, Edutainement, Ludopedagogy, Video game, Gamification