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
Over 300 full-color pages, this book focuses on one particular aspect of video games: music. Seven thematic chapters details the impact of the technological evolution on video game music, the similarities and differences between game music and movie music, the various ways music is actually used in video games, the wave of rhythm games, and the rise of rearranged OST and concerts. Each chapter is concluded with a short biography of the main compositors cited as examples, and the last book chapte
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Keywords : music, j-rpg, concert, rearranged album, compositor, video game, history, analysis
This book presents 100 music albums based on famous video games original soundtracks. The author reviews each album over two pages, featuring beautiful illustrations. The author successfully shares his passion for video game music through this book. The text is easy to read and full of interesting information. My only complaint lies in the author's choice to focus on game OST published in separate CDs, which tends to heavily bend his OST selection towards Japanese console games, and J-RPG in par
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Keywords : music, video game, album
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
Les vertus pédagogiques des « serious games »Après les écoles, l’université utilise les jeux sérieux, des nouveaux outils collaboratifs et professionnalisants On connaissait les «serious games» – «jeux sérieux», en français – pour les entre- prises; à l’heure où les questions d’innovation pédagogique se mul- tiplient, de nombreuses universi- te
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Keywords : Serious Game, Mooc, Learning, University
Game-based learning has the potential to improve the education and performance of engineers and decision makers in the systems engineering field. This paper reviews the arguments for the use of educational gaming, with particular attention to the aspects of game-based learning that are well suited to tackling the complex sociotechnical systems engineering problems that currently are trusted only to experts with years of experience. It also describes the development of an educational game, Space
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Keywords : systems engineering education, systems thinking, educational games, game-based learning
(Broacasting our studies)
In view to study the use and evaluation associating Serious Games in the context of education, should one consider whether players from different generations have different imaginaries when they are exposed to video games. Indeed, a teacher, because he has known video games from first generations, could convene the imaginary that its learners could interpret differently. To verify such a paradigm, this communication attempts to investigate whether players pioneers who&nb
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Keywords : Imaginary, video game, retro gaming, serious game, lexicometric analysis
Special session about serious gaming during the 6th Global Conference: Video Games Culture Project, from Thursday, 17th July to Saturday, 19th July 2014, Mansfield College, Oxford, United Kingdom. Key words: serious games, serious gaming, education, projects with students, level design, case studies SimCity in geography lessons, Civilisation V for non-violence education, Read Dead Redemption as a means of addressing the history of the Far West… These
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Keywords : Call for papers, Serious Gaming, Serious Game, education, projects with students, level design, case studies, Modding
Abstract The purpose of this paper is to explore emergent learning in relation to playful interactions and instances of serious game conceptualization when combining the emerging and next generation technologies of ambient awareness with wireless grids. A review of the literature is presented for playful interactions and serious games in relation to ambient awareness and wireless grids. Using a case study approach and multiple methods of quantitative and qualitative data collection, the stu
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Keywords : Ambient awareness, Ambient learning, Autonomy, Edgeware, Emergent learning, Emotion/affect, Playful interactions, Serious games