Retrogaming #2 : La Vectrex Date, heure et lieu de l'événement :Mercredi 8 juin 2016 de 13:00 à 14:00 (heure avancée d’Europe centrale Heure : France)Serre Numérique2 rue Péclet59300 ValenciennesFrance Assister à l'Evénement Cette 2eme session Rétrogaming se propose de (re)découvrir la console de jeu Vectrex (MB, 1982). Sur un plan pratique cet atelier se p
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Keywords : Retrogaming, History, Videogames, Vectrex
Retrogaming #1 : Introduction Date, heure et lieu de l'événement :Mercredi 1 juin 2016 de 13:00 à 14:00 (heure avancée d’Europe centrale Heure : France)Serre Numérique2 rue Péclet59300 ValenciennesFrance Assister à l'Evénement Cette 1ere session Rétrogaming introduira le sujet en proposant une frise temporelle qui passe en revue la préhistoire du jeu vid&eacut
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Keywords : Serious game history, Video Game history, Retrogaming, Workshop
Now, there are many kinds of design corresponding to cases of inspiration, use or adaptation of a game to reach a serious purpose. The best known are the serious games. We give in this paper few examples of data visualizations inspired by a game that we can store in the categories of: serious game, serious gaming, game with a purpose, gamification or disengamement. After, we focus on disengamement case and we discuss in more detail about it to explain its principles in the context of an informat
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Keywords : Serious Game, Design, Data visualizations, Gamification
Serious games are growing more and more in the context of lifelong training and initial education.They cover several areas (human science, engineering science, life science, ...) that are used for industrial oracademic purposes. However, some fields induce specific issues. Thus, in the ind
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Keywords : Serious Games, Formatting, Virtual Reality, Interaction
The aim of this presentation is to explain the concept of Serious Gaming and its two sub-categories: serious diverting and serious modding. Concrete examples will illustrate the different approaches. Watch video GameDev Days 2015 Program: http://gamedev.ee/REGISTRATION AND COFFEE09:00 - 10:0009:15 - 10:00VLADIMIR FUNTIKOV (CREATIVE MOBILE)Opening speech10:00 - 10:30 KATRIN SAKS (BALTIC FILM AND MEDIA SCHOOL)Opening speech10:00 - 10:1510:15 LISSA HOLLOWAY-ATTAWAY (
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Keywords : Serious Gaming, Serious Game, Serious Diverting, Serious Modding
This book focuses on a little known and hardly discussed period from the history of video games: the ends of the 70's, and more specifically the 1976-1980 years of the home consoles. The books explains how, after Ralph Baer's pioneer invention of the Magnavox Odyssey, and the success of Pong in arcades, home video games takes over TV sets around the world thanks to... General Instrument. Indeed, the introduction of a new integrated chip, copying Pong and sold for a few dollars only, allowed many
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Keywords : pong, globalization, economic history, home console, 70's, japan, france, usa
Introduction (Broacasting our studies)
Introduction by Julian Alvarez & Pascal StacciniSince 2002, the Serious game has been attracting growing interest thanks to the prospects it promises to offer in terms of prevention, training, education, learning, therapy, communication, training, data collection and so on. Valenciennes has been hosting the e-virtuoses since 2008. This is an event with international ambitions, designed to bring together players interested in Serious games, simulation and e-learning. The main sectors addresse
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Keywords : Serious game, Serious gaming, Conferences, SEGAMED, e-virtuoses, Health, Education, Communication
Service Games: The Rise and Fall of SEGA (Enhanced Edition) is a book on the history of SEGA as a console manufacturer. After a brief introduction telling the birth of the company, this thick 480 pages book details the story of all its home consoles: SG-1000, Master System, Mega Drive / Genesis with its Sega CD and Sega 32X addons, Saturn and the Dreamcast. While the beginnings of SEGA and its first two consoles are explained rather quickly over 30 pages, the main part of the bo
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Keywords : history of videogames, sega, genesis, sega cd, sega 32x, saturn, dreamcast
While video games have established themselves as a major cultural industry of our time, the serious game, which derives from it, is arousing growing interest: more than simple entertainment, it promises to offer numerous perspectives in terms of prevention, training, education, learning, therapy, communication, training, data collection, etc. This is why the Grand Hainaut Chamber of Commerce and Industry took the initiative of organizing, since 2012 in Valenciennes, with the support of the Picta
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Keywords : Serious game, Video game, Chamber of commerce
The Europe 2020 strategy acknowledges that a fundamental transformation of education and training is needed to address the new skills and competences that will be required if Europe is to remain competitive, overcome the current economic crisis and grasp new opportunities. Innovating in education and training is a key priority in several flagship initiatives of the Europe 2020 strategy, in particular the Agenda for New Skills and Jobs, Youth on the Move, the Digital Agenda, and the Innovation Un
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Keywords : Learning, Serious Game, Game