In order to contribute to the analysis of the “disseminations of video games”, this article attempts to examine the “Serious Game” designation itself. Our study relies on a corpus of texts aiming to define what a “Serious Game” is, alongside with a corpus of video games matching its definition. We will begin with a study of the historical origins of the “Serious Game” designation, in order to identify what it refers to, and why it is used tod
[...]
Keywords : serious game, video game, definition, history, purpose, impact
This paper is related to the works of Gilles Brougère and aims to study the rapport between play and serious. “Serious” is related to utilitarian aspects as Etienne Armand Amato proposes to do. More precisely, we try to study the potential of the productivity associated to play activities (serious or not) for the player. At the end, we propose a model. The census is carried out form a counter factual analysis, taking to framework from theoretical approaches including co
[...]
Keywords : serious game, artefact, activity, productivity, unproductivity
Carmageddon (Broacasting our studies)
An article about the history of Carmageddon, based on interviews with creators of the game.
Keywords : carmageddon, history, video game
The accelerated progress being made with interactive devices (such as screens, cameras, joysticks and tangible objects) has triggered the develop- ment of new interaction methods for applications (e.g., body language, haptic feedback, etc.). Video games and Serious Games are being played on increa- singly innovative peripherals (e.g., Kinect, Wii Balance Board). These devices have generated new, intuitive forms of Human-Computer Interaction that are completely changing our usages. The purpose of
[...]
Keywords : Tangible objects, screens, devices, video game, serious game, characterization
(Broacasting our studies)
This communication addresses the issue of the appropriation of the Serious Game object by an ecosystem, particularly in the education area. The starting point begins with the observation that the video game is a basis for the development of many Serious Games. As such, this raises a set of resistors, including from parents of students and media. The video game is seen as negative, particularly by the violent images that some titles call. This can thereby impacting negatively inf
[...]
Keywords : Appropriation, Video Game, Serious Game, Accompaniment, Complexity