The numerous changes occurring in the field of knowledge challenge information professionals to reflect on possible alternatives in order to preserve the traditional mission of libraries. At a time when the use of numeric media is increasing in libraries, one observes an increase of the ludic possibilities available on the Web. Designated by the term gamification, this tendency is part of a larger trend that sees libraries as an intellectual playground where alternative learning is highlighted.
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Keywords : Gamification, Libraries, Games, Serious games, Media games, Online games
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
This book a call for all amateurs creators around the world to use videogames as means for their personal expression. The authors states that most commercial videogames are guided by market analysis more than creativity, as she concludes that this trend results in locking the expressive potential of videogames. But for Anna Anthropy, an American game designer recognized for its unique creations, there is still some hope left: what the industry can't or don't want to produce, the amateur game des
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Keywords : amateur, indie
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
This book details the captivating story of the scandalous game series "Grand Theft Auto". Over 300 pages, the author tells us about the most epic moments of this saga: humble beginnings as a small arcade game made in Scotland by DMA Design; hiring Max Clifford to use media scandal as a marketing campaign; the hijacking of the series leadership by the Houser brothers and their studio Rockstar during the creation of GTA III; the first legal actions against the game series and the ri
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Keywords : grand theft auto, history, dma design, rockstar, jack thompson, sam houser, david jones, esrb
Generic-SG is a 2 year R&D project aiming to develop and to evaluate a prototype of online platform dedicated to rapid Serious Games creation for university courses. It emphasizes over a semi-automated creation of games for each given theme, and a low cost of developing a new games for any kind of university course. This project gathers several partners, including development studios and the "teaching technology departments" from all the public French universities. Vid
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Keywords : university, serious game authoring
On the french version of this blog , I posted an in-depth critic of a (french-written) book about the history of Mario. Far from being a simple "illustrated books for fans" filled with nostalgia, l'Histoire de Mario by William Audureau and published by Pix N'Love is one on the most interesting books about the genesis of Mario. It's not an history book, it's an analytical book that tries to answer one simple question : "Why Mario?". After all, when Nintendo picked a masc
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Keywords : mario, history, nintendo, analysis
The ability to engage children in science, technology, engineering, and math (STEM) fields early in their scholastic years is critical to ensure the success of the next generation of scientists and engineers. Given that 97% of American teens play video games, there is a tremendous opportunity to engage students in STEM concepts within the framework of a multi-player game. Research has shown that eliciting emotional and affective responses in players can actively increase engagement, learning, an
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Keywords : Maths, Game
In the past few years, we have been relying on Newsgames to teach our students the basics of Serious Game Design. Newsgames are a good way to motivate students. First, anyone can have something to say about what is going on in the world. But Newsgames are also small and short games that can be created in very limited time and with very limited skills. Most of out students are not skilled at all in programming, graphics or even game design. But by using tools such as The Games Factory 2, t
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Keywords : newsgames, students projects