This book presents a personal selection by the author of 1001 noteworthy videogames, coming from every period of the videogames history. Each games is introduced by a small text alongside one or several screenshots.This book is a french translation of an English-written book first published in 2010 and titled "1001 video games you must play before you die." This original English version was updated and republished in 2013 under the same title.
Keywords : encyclopedia, history
An comical essay where the author analyses the "life lessons" embedded in some of the classical videogames from 8 and 16 bits home consoles (namely NES, Super NES, Genesis). For example, the two-players mode in Contra is about having a best friend, while Paperboy will teach you the basics of customer service. The quality of the different book chapters is very variable, but some chapters are excellent and they will undoubtedly makes you smile or laugh (in particular the hilarious chapte
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Keywords : humor, nes, super nes, genesis, life lessons
DownLoad is a magazine dedicated to videogames available solely through online distribution channels, with a clear focus towards indie games. About ten titles are detailed in each issue, with an in-depth interview of the game creators, who provide us with many unique and interesting details about how they made their game. This magazine, which looks more like a book (thick paper, content not directly related to current news but focused on in-depth interviews...), has unfortunately stopped after t
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Keywords : indie games, dematerialized
Abstract This article offers a theoretical discussion of the relationship between video games and education. Based on both a literature review of this field and a study of players of Massively Multiplayer Online Role-Playing Games, this article presents the difficulties in the field of education of thinking of games as a space of learning and proposes various theoretical elements to address this issue. References (1): Michaud, L., & Alvarez, J. (2008). Serious games : Adverga
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Keywords : Games, Education, Online games, Video games
Le Serious game est-il un vecteur de développement économique endogène et exogène du territoire ? Quel est le niveau de développement de ce marché émergent ? Est-il porteur d’une croissance structurante pour les entreprises, les citoyens et le territoire ? Dans la mesure où les conditions sont réunies sur un territoire, peut-on réfléchir à la mise en oeuvre d’une stratég
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Keywords : Serious game, Economy, Territory
Keywords : serious games, classification, quantitative analysis
Abstract This paper analyzes the potential of serious games for professional and pedagogical purposes and learning. To do this, the authors have questioned the efficiency of these games. They present an experiment conducted with 66 students trained in sales that compares a group of players with a group of non-players. The game’s impact on skills was studied from two angles: first from a theoretical point of view (based on the marks obtained in tests), and second from a practical point
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Keywords : Serious Games, ICT efficiency, Experiment
Unlike what is stated in its title ("how to design a serious game for training courses"), this book doesn't explain how to design a Serious Game, but how to hire someone to create a Serious Game for you (i.e. how to be an "aware client" regarding Serious Games). After a short definition of what a Serious Game is, this book details very clearly the different ways to integrate a Serious Game inside a training course (advantages of Serious Games, how they work with other methods
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Keywords : serious game, ordering, client, project management
Keywords : serious game, education, creation