An article about our serious game "Eco-Reporter"
Keywords : serious game, ecology, education
This paper presents a review of the literature on game design. After proposing a theoretical framework to clarify the definition of "ludic interactivity", we analyze a corpus of 36 texts dealing with game design. This analysis will first enable us to sketch out a categorization of the different types of methodological approaches to game design. It will then allow us to reflect on the very nature of game design, and more specifically on the different stages that make up this process.
Keywords : Game Design, Formal model, Interactivity
An article about our Serious Game "Eco-Reporter"
Keywords : serious game, education, ecology
Games, MMOG-s (Massively Multiplayer On-Line Games), on-line social sites etc have become a major cultural and economic force. The main distinguishing features and attraction of these applications is their interactivity and emergent quality – participants constantly change the state of affairs with their actions. Gameplay, the resulting dynamic flow of events, is fascinating: this is like execution of an algorithm, where elementary actions are defined by game rules, but the logic, the flow
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Keywords : Gameplay, Structure, On-line social , Games, MMOG-s (Massively Multiplayer On-Line Games)
The "Serious Games" field raises a specific need. People without professional game design skills, such as teachers, corporate trainers, therapists and advertising professionals, request tools that could allow them to create or modify such games. This article will analyze "Gaming 2.0" examples in order to identify tools that could help fulfill this need. Indeed, "Gaming 2.0" is a way for players to create videogame content without skills from the entertainment videog
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Keywords : gaming 2.0, serious games, game design, level design, player-generated content
Keywords : e-learning, interview, serious game
Abstract:A number of existing innovation paradigms and design approaches such as Open Innovation (Chesbrough, 2003), User Experience (Hassenzahl & Tractinsky, 2006) and User Centred Design (Von Hippel, 2005), as well as User Centred Open Innovation Ecosystem (Pallot, 2009a), are promoting distributed collaboration among organisations and user communities. However, project stakeholders are mainly trained for improving their individual skills through learning experience (i.e. practical exercis
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Keywords : Experiential Service Platform, Serious Game, Learning Experience, User Experience, Living Lab, User Co-Creation, Collaborative Distance
A thick 600-pages book detailing the findings of a large scientific research project dedicated to the use of video games for education. The 26 chapters of this book are written like quite separate contributions, and address topics ranging from theory to practice, such as the design of educational video games or the study of their effects. A book warmly recommended to any researcher in the field thanks to very rich book contents, backed by an extensive literature review and several field experime
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Keywords : serious game, education, theory, practice, design, literature review
Dans le cadre de l'exposition MuseoGames - Une histoire à rejouer présentée du 22 juin au 7 novembre 2010 au Musée des arts et métiers. Qu'apporte ce nouveau concept ? Avant tout, le jeu devient une activité « sérieuse ». Si la défense a été le premier domaine d’application des serious games, ces derniers intéressent aujourd’hui de nombreux secteurs d’activité : sant&
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This report analyses the different Serious Game markets through a systematic examination of the technologies, the uses made of the games and the different professions involved, with particular focus on the key stages of design, development and distribution. It also explores the outlook for each market segment....
Keywords : Serious Games, Serious Play