Abstract How to create an interactive product that encourages high school students to get in contact with the world of chemistry. Or how to get high school students pay any attention to the discipline of chemistry through an interactive entertainment application that besides entertaining can teach some of the most basic concepts of the The science that can better explain the progress of humanity. In the following lines we will present the steps taken in the design an interactive entertainme
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Keywords : Video games, Game Mecanics, Design, Aesthetics, chemistry, School, Learning
AbstractWhile a lot of papers have argued for the educational potential of serious games, the field is still young and methods and tools are needed in order to support effective and efficient design. The SG Studies Database is an instrument devised to allow sharing structured information about SGs. This information can be used by scholars and practitioners also to perform comparative analysis and identify components and modules that could be used in different games. The SG Studies database, whic
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Keywords : Personal Computing, Computers and Education, User Interfaces and Human Computer Interaction, Image Processing and Computer Vision, Artificial Intelligence (incl. Robotics), Software Engineering
The main research question addressed in this thesis is how the choice of game type influences the success of digital educational games (DEG), where success is defined as significant knowledge gain in combination with positive player experience. Games differ in type if they differ at least by one game feature. As a first step we identified a comprehensive set of unique game features, summarised in the Game Elements-Attributes Model (GEAM), where elements are the defining components that all games
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Keywords : digital educational games (DEG), Game Elements-Attributes Model (GEAM), Video Games, Classification
AbstractThis article summarises our Ph.D. thesis – an analytical view on the player-game relationship through the lens of an action-oriented framework, centred on fundamental entities defined as actors, entities through which action is enacted in the game and of which the player and the game system are a part of. With this in mind, the grounding principles of this framework are seeded in a transition of action into experience, based on communicational systems that structure the dynamic for
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Keywords : Action, Chronology, Design, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Depth
Grounded on a perspective in which action is a defining trait in video games, this work proposes the development of an action-oriented framework focused on the analysis of the relationships between the player and the game system centred on the existence of actors, which we define as entities responsible for the actions that affect the game – a category in which the player and the game system are included. We describe the grounding principles of this framework as focused on a transformation
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Keywords : Action, Chronology, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Design, Depth
The existing common video game genres lack clarity as well as consistency and thus cannot serve as a solid reference to inform the research on digital educational games (DEG), which are increasingly used as learning tools. To address this basic issue of game classification, we have developed a web-based survey to collect data on how people play and perceive video games that they know well. The survey is grounded in our Game Elements-Attributes Model (GEAM). 321 valid responses were analysed usin
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Keywords : digital educational games (DEG), Genre, Videogames, Learning, Classification, Education, Serious Games, Edugames
Research oriented teaching in universities provides opportunities to support the student's desire to explore. A student's learning success can benefit from gamified project work, especially when students face self-guided learning processes in demanding educational activities. Gamification is defined as the use of game elements in a non-game context. Games offer the chance to improve the motivation of students, support group work, train communication skills and introduce the capacity for experime
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"Data mining" is the science dedicated to the creation of knowledge through the analysis of large quantities of data, such as establishing customers habits by tracking how they use their loyalty cards. A few time ago, we were contacted by a computer science student, Axel RB, who desired to perform such analysis over video games, using the data about 38.000 video games collected on our website GameClassification. Thus, we gave him a dataset, and he just published his first findings on h
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Keywords : data mining, game classification, research, computer science, video games
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
ABSRACT While play marks both the cultural and pre-cultural spheres of human existence, the environmental design disciplines have almost exclusively compartmentalized the notions of play and fun into categories of leisure and children’s playgrounds. The rhetorics of environmental design, to date, have ignored, or at best marginalized, the possibility of play outside of recreational and commercial contexts. Still, we have abundant examples of playful architecture and fun places that st
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Keywords : Design, Architecture, Fun architecture, Game