This book attempts to give a quite unique approach on the history of videogames: instead of interviewing game designers about how they created famous games, the author have collected the memories of numerous anonymous videogames players in France. The book is focused on the 8 / 16 bits era (i.e. from the middle of the 80's to the beginning of the 90's). The author, Florent Gorges, have written a very touching book here. While you'll read it quickly, it'll touch you with a deep feeling of nostalg
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Keywords : players, memories, 8 bits, 16 bits, consoles, computers
Les 4 et 5 juin 2013 s'est tenu le salon E-virtuoses, dédié au serious game et à tous ses usages. Julian Alvarez, chercheur au Play research lab, laboratoire R&D de la CCI Grand Hainaut et enseignant à l’université Lille 1, revient sur un concept clé pour l'enseignement supérieur, le serious gaming. A l'heure où la question de l’innovation pédagogique est de plus en plus présente dans l
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Keywords : Serious game, Serious gaming, Education, Learning
Le play Research lab est un laboratoire de Recherche & développement (R&d), de la cci grand Hainaut, dédié à la ludologie spécialisé dans l’évaluation de jeux (Serious games, jeux thérapeutiques, edugames, advergames...), d’utilisateurs de jeux (bilan de compétences, diagnostics, expériences...), de projets (cahiers des charges, prototypes de jeux...). • d’écosystèmes co
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Keywords : Serious game, Play, Research, Ludology, Laboratory
ABSTRACT From the perspective of educators, games are viewed as a medium in which the younger generation both thrive and excel. Students navigate game environments with ease and regularly solve problems, engage in advanced collaborative efforts, and communicate complex concepts and strategies to one another during their private gaming sessions at home. Games invite the player to form an understanding of intricate systems and mechanics based on participation and experimentation rather than m
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Keywords : Education, Serious Game
ABSTRACT In this thesis, I will research into how player motivation is achieved and how it can be a powerful factor in creating a bonding between the player and the game world and how that can be achieved in an educational title in order to stimulate learning for the player. This thesis will also present the development of a prototype and its evolution into a game based on user feedback, all to have young children learn and understand mathematics, more specifically arithmetics, much easier.
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Keywords : Learning
Abstract:In light of calls that civic participation is declining, efforts are underway to replace outdated, unproductive forms of citizenship. With the majority of Americans now connected to the Internet, community leaders see the digital realm as the new frontier for promoting engagement. Increasingly, digital games are being designed for the express purpose of promoting community engagement and social action. My thesis examines this emerging practice of civic game design. Within this thesis, I
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Serious Games (SG) are more and more used for training in various domains, especially in crisis management domain. In order to improve training results, learner assessment can provide insights on what went right or wrong during a training session. Learner assessment requires monitoring (data acquisition in a virtual environment) and supporting learners' feedback (on learners' decisions and actions), which Intelligent Tutoring Systems address as a main issue, as a mean to individualise learning.
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Keywords : Crisis management, Learner assessment, Multi-agent system, Serious Game
This article describes a case study on MuseUs, a pervasive serious game for use in museums, running as a smartphone app. During the museum visit, players are invited to create their own exposition and are guided by the application in doing so. The aim is to provide a learning effect during a visit to a museum exhibition. Central to the MuseUs experience is that it does not necessitate a predefined path trough the museum and that it does not draw the attention away from the exposition itself. Als
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Keywords : Serious Game, Museum, Smartphone, Cultural heritage
Abstract:Serious games are video games or computer games designed for training or educational purposes. Thanks to the interesting and useful opportunities that they provide such as interactivity, immersion, simulation they become well accepted and well spread among professional and academic fields. However, the selection of the most suitable serious games to a specific educational goal seems to be not well studied in the literature. This paper tries to meet this research gap by developing a new
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Keywords : Games, Training, Business, Biological system modeling, Educational institutions, Entertainment industry
The field of Digital Humanities is becoming more exciting as the number of low-cost or free mobile and desktop applications flood the market allowing users to accomplish tasks that only a few years ago were either not possible or required complicated coding or high-end ... References (1): Djaouti, D., Alvarez, J., Jessel, J.-P., & Rampnoux, O. (2011). Origins of serious games. In M. Ma, A. Oikonomou & L. C. Jain (Eds.), Serious games and edutainment applications
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Keywords : Serious game, Retro Serious game