This chapters tackles the historical origins of Serious Games: "The purpose of this chapter is to discuss the historical origins of Serious Games to try to understand where the current wave of "Serious Games" comes from. We first review the origins of the "Serious Games" oxymoron. We will then analyse digital games designed for serious purposes before the 2000's. Such games can be traced back to the beginning of the history of video games. We will use all these elem
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Keywords : serious games, history
Study of the impact of electronic communications based on Serious gameImpact of the Serious game: 1st approach. Organization of e UGSG contest This article aims at bringing the tangible proof of any impact causedby the Serious game object on their users. The followed idea is to organizean international contest to have on the one hand a corpus ofstudy and on the other a comparison between our approach of theSerious game object and those of the developpers. The tangible proofis well lis
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Keywords : Serious games, Creation, Evaluation, Impact, Perception
Study of the impact of electronic communications based on Serious game 2nd approach. Realization and diffusion of 3 Serious games This article presents the 2nd approach. This one initially aims to identifya public to play Serious games matching our approach of the object.Then, if we count such a public, the idea is to study it by questioning iton its relation with the object. To lead this study, we work out 3 Seriousgames filling our needs and study their diffusions and catch in hand
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Keywords : Serious games, Audience, Impact, Diffusion, Multiplayer
Study of the impact of electronic communications based on Serious game 3rd approach. Creation of a Play & Rate 2.0 Website dedicated to Serious games This 3rd approach aims at studying more in detail the nature of the Seriousgames’ impact on the players. To drive this study, we develop a2.0 Internet site allowing the Net surfers to play Serious games and toevaluate them. With this tool, a panel of 121 people is questioned. Atthe end, we discover there exists a variety of di
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Keywords : Serious games, Perception, Impact, Web 2.0, Evaluation
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
The purpose of this chapter is to introduce an overall classification system for Serious Games. ?The intention of this classification is to guide people through the vast field of Serious Games by providing them with a general overview. For example, it may appeal to teachers who wish to find games with strong educational potential though they may be outside the “edugames” field. This chapter will start by discussing the definition of Serious Games, and define them as having a combinat
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Keywords : serious games, definition, classification
This rapport presents some key figures about the Serious game market from 1950's to 2000's.
Keywords : Serious game, Market, History
An article introducing a selection of game creation tools for the classroom. To read an abstract
Keywords : game design, game creation tools, school, pedagogy
An article that shows how to use Serious Game in classroom to set up debates between students
Keywords : serious games, school, pedagogy, debate
Chapiter dedicated to Serious games typology in " LES JEUX VIDÉO comme objet de recherche" from Samuel Rufat and Hovig Ter Minassian. Les Jeux Vidéo comme objet de recherche L>P, Questions Théoriques format : 140 x 200, 200 pages 12,50 euros ISBN-10: 2917131063 ISBN-13: 978-2917131060
Keywords : Video games, Serious games, Scientific Research