The European Serious Games Awards aim to celebrate the best videogames for learning created in Europe. We will rely on scientific evaluation of the submitted games in order to award prizes not only to the best Serious Games, but also to the best academic works in the field. The Awards Ceremony will take place during the VS-Games 2012 Conference in Genoa, Italy, on October 30th 2012. *Prizes* Each winner of one the 4 European Serious Games Awards will be rewarded by the following cash priz
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Keywords : serious games, awards, europe
Abstract Serious games and its related fields have lately received a lot of interest due to their potential for training and education. Serious games can be defined as (digital) games that are used for reasons other than entertainment. Gamification can be related to serious games and can be defined as the process of game-thinking and game mechanics to engage users and solve problems. The initiator of this project was ABB. ABB delivers a process control system used to control the processes o
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Keywords : Gamification, Serious games, Process control system, Oil and gas separation, Simulator
JIES Paris 2012 days approach the topic of the game in sciences education. Intended for the professionals of education, these days are centered towards the reflexion on the relationship between sciences, technology, trainings and games. Ludoscience, represented by Julian Alvarez, was invited to take part to the event May the 3rd. Thank you Traces for its invitation. We will return with pleasure to exchange again with the actors who question themselves on the introdu
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Keywords : Learning, Education, Game
JIES Paris 2012 days approach the topic of the game in sciences education. Intended for the professionals of education, these days are centered towards the reflexion on the relationship between sciences, technology, trainings and games. Ludoscience, represented by Julian Alvarez, was invited to take part to the event May the 3rd. Thank you Traces for its invitation. We will return with pleasure to exchange again with the actors who question themselves on the introduction of the
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Keywords : Education, Learning, Game
A conference organized as part of a medical symposium to examine the use of Serious Games in the healthcare sector. In particular, the idea is to study their contribution to therapeutic education and to reflect on their use and evaluation.
Keywords : Health game, Serious Game, Therapeutic education, Assessment, Uses, Medical
Today meaning of games is much more serious than just considering them as an entertainment and free-time activity. Games have begun to be used in many different areas such as education, healthcare, military, corporate management and public policy for different purposes. Several benefits of serious games have been reported in the literature. Studies also show that with a combination of entertainment and education (edutainment) several benefits could be achieved in the rehabilitation process of th
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Keywords : Serious game, Health, Health game
On May 23rd in Valenciennes, we are organizing a scientific symposium called“Evaluate and Measure the Impact of Serious Games” during the international “evirtuoses” event. This meeting aims at asking questions on approaches,paradigms, experience feedbacks enabling the projection of theoreticalframeworks, methodologies leading to evaluate or measure the impact of SeriousGames, but also to report on collected and analyzed results. Serious Gamesgenerate indeed a
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Keywords : Impact, Evaluation, Measure, Serious Game, Organized system, Ecosystem, Effectiveness
AbstractThis work lies in the educational opportunities of a learning tool: the serious game. The serious game was investigated using an American example: Virtual University.We first highlight the main features of this media, namely that it can be used as: a teaching tool, a means of entertainment, and as a technology of information and communication. It aims for multiple learning objectives, it finds application in many areas and it targets all age groups. Then, we show that learning through th
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Keywords : Serious Game, Constructivist psychocognitive theories, Intrinsic motivation, Socio-cognitive conflicts, Situated learning
This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment.
Keywords : Serious Game, Market, Education, Evolution, Defence, Training, Health, Study
Abstract:A critical incident at any institution may include bomb threats, assault, bio-hazardous spills, civil disobedience, electrical outage, fire or explosion, gas leak, natural disasters, infectious diseases, and terrorist threats. Although many employees know of this type of situation, most are not properly trained with respect to how to react when a critical incident occurs, nor do they understand lockdown procedures. Serious games refer to video games that are used for training, advertisi
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