A scientific book gathering 28 contributions from researchers who are specialized on Serious Games, over 530 pages. The covered topics are wide, ranging from the definition of "Serious Games" to the advantages, limits, and practical use of games for education and social change. An interesting book featuring the work of some recognized researches in the field: James Paul Gee, Henri Jenkins, Yasmin Kafai, Debra Lieberman, Joost Rassens, etc.
Keywords : serious game, scientific research
Kaisha (a.k.a Kompany) is a Serious Game, available on social networks such as Facebook, that enables students in 8th and 9th grade to discover Corporate life through gameplay! The game helps teenagers learn the essential vocabulary used in the workplace and the principal mechanisms that underlie corporate activity. This project is initiated and coproduced with the French Ministry of Education.
Keywords : serious game, job orientation, corporate
When it comes to the issues surrounding digital objects in the world of young people, our usual bias, our reflex, is first and foremost to take an approach that is often exclusive to the educator, and not without reason. The interest of this article, based on the example of serious games, is to situate these issues from the viewpoints of both the marketing designer of “products to be consumed” and the educator designing “situations to be educated”. In the process, each bo
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Keywords : serious game, e-learning, edugaming, advergaming, edumarket game, serious gaming, advergame, edugame
A tiny (80 pages) scientific book gathering 8 contributions from researchers who are studying Serious Games for education.
Keywords : serious games, education, scientific research
Spinoff created from Game Classification, this website aims to gather and classify as many Serious Games as possible. Therefore, it relies on a classification model designed for Serious Games, the G/P/S model (Gameplay / Purpose / Scope). http://serious.gameclassification.com/ Publications related to this project Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Olivier Rampnoux "Origins of Serious Games" Minhua Ma, Andrea Oikonomou, Lakhmi C. Jain (eds.), « Serio
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Keywords : serious game, classification
Summary: This thesis is situated on the border of the Computer Science and the Social Sciences. It concerns the conception of Serious Games and their use within the context of targeted learning. By a Serious Game we mean a computer application, whose initial intention is to combine coherently the serious aspects (Serious) in a neither exhaustive nor exclusive manner, with instruction, learning, communication or further on information, assorted with the playing aspect of Video Games (Game).
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Keywords : serious game, gameplay, teaching
This paper is part of an experimental approach aimed to study the nature of videogames. We will focus on videogames rules in order to try to understand the anatomy of a videogame. Being inspired by the methodology that Propp used for his classification of Russian fairy tales, we have cleared out recurrent diagrams within rules of videogames. We then analysed these rules diagrams by using the definition of a game drawn by Salen & Zimmerman, which led us to propose a definition for the nature
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Keywords : gameplay, rules, Videogames, Typology, Classification
This book is a detailed study of the expressive potential of video games. The author analyses many examples of games broadcasting messages, related to politics, advertising and education. This study allows Ian Bogost, a media researcher and game designer, to introduce the concept of "procedural rhetoric", i.e. the use of games rules to broadcast messages. This book is very brilliant: full of relevant examples, it features an analysis that will undoubtedly inspires any creator or resear
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Keywords : serious game, procedural rhetoric, analysis, research, example
Video documentary which illustated this debate The aim of this presentation is to examine whether the use of Serious Games is a potential source of inequality for female students. In 2009, 61% of boys played video games, compared with 39% of girls. What's more, the video game industry employs a minority of women as game designers (5%). Against this backdrop, what solutions can be applied in higher education to put female and male learners on an equal footing? A pedagogical approach that put
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Keywords : Serious Game, Game Design, Pedagogy, Equal opportunities, Project-based learning, Female audience, Serious Game Design
First this communication reports an active learning experience about students who had to create Serious Games dedicated to teenagers. In the second time, this communication takes supports on the experience to highlight similarities between the PBL and Serious Games approaches.
Keywords : Serious Game, Teaching, Active learning, PBL, Video game