This conference was part of a study day entitled “Serious Games: a new field of application for research? New markets for companies? It was organized by the Service Valorisation of Toulouse 2 le Mirail University.The presentation reviewed the history of Serious Games on videogame media from the 1950s to the 2000s. Figures were then presented to assess the size of the international Serious Game market. Sub-segments were reviewed: defense, training, healthcare, advertising...It was estimated
[...]
Keywords : Serious Game, Serious Gaming, Valorization, Market, Industry
A book introducing the so-called "game theory", which explains the numerous aspects of this research domain halfway between maths and economy. The author presents different kinds of "games", i.e. problems that allow him to introduce the various components of the game theory: zero-sum games and non zero-sum games, games with rational or irrational players, with or without collaboration, etc. While this book is exhaustive and while the author seems to master this topic, this bo
[...]
Keywords : game theory, introduction, maths, economy, expert
A scientific book gathering 28 contributions from researchers who are specialized on Serious Games, over 530 pages. The covered topics are wide, ranging from the definition of "Serious Games" to the advantages, limits, and practical use of games for education and social change. An interesting book featuring the work of some recognized researches in the field: James Paul Gee, Henri Jenkins, Yasmin Kafai, Debra Lieberman, Joost Rassens, etc.
Keywords : serious game, scientific research
1 Introduction As one of the fastest growing segments of the global entertainment market (Szalai, 2007), video games have come to represent a wide spectrum of values in terms of expectations and design decisions of the groups involved in their development and publication. Despite a rapidly expanding market, changing demographics and growing global economic importance, regional differences in game designs have yet to be fully explored. The underlying premise of this research is that game com
[...]
Keywords : Video games, Genre, Game components
This paper proposes a methodology for assessing the coherence of a serious game.Given the extreme diversity of serious games, this methodology is based on the postulate of defining such objects as computer applications combining serious content with a videogame structure. The approach presented in this article is based on the formal deconstruction of “gameplay”, by reducing game rules to elementary functions. The ludic structure, thus formalized, can then be confronted with the utili
[...]
Keywords : serious game, coherence, analysis, gameplay bricks, Evaluation
Presentation of the workshop: The idea of video game ratings is far from new. There are many and varied “free classification” systems used by the video game industry, the trade press or simply by gamers. However, while these systems are an important part of common video game culture, they are unfortunately not suitable for cataloguing or classifying all existing video games.Indeed, these so-called “free” systems follow the course of video game evolution: categories a
[...]
Keywords : Classification, Videogame, Game library, Deconstruction, Structuralism, Gameplay bricks, Taxonomy, Formal system
A tiny (80 pages) scientific book gathering 8 contributions from researchers who are studying Serious Games for education.
Keywords : serious games, education, scientific research
Spinoff created from Game Classification, this website aims to gather and classify as many Serious Games as possible. Therefore, it relies on a classification model designed for Serious Games, the G/P/S model (Gameplay / Purpose / Scope). http://serious.gameclassification.com/ Publications related to this project Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Olivier Rampnoux "Origins of Serious Games" Minhua Ma, Andrea Oikonomou, Lakhmi C. Jain (eds.), « Serio
[...]
Keywords : serious game, classification
In this book , James Paul Gee, a researcher in learning sciences, explores the potential of (all) video games for learning. Through an analysis of entertainment video games, he deduces a set of 36 "learning principles" used by video games to teach content or skills to players. This book then details these 36 "learning principles", such as the "multiple routes principle" or the "incremental principle", in order to give ideas to teachers on how to improve th
[...]
Keywords : video game, learning principle, serious gaming
This book is a detailed study of the expressive potential of video games. The author analyses many examples of games broadcasting messages, related to politics, advertising and education. This study allows Ian Bogost, a media researcher and game designer, to introduce the concept of "procedural rhetoric", i.e. the use of games rules to broadcast messages. This book is very brilliant: full of relevant examples, it features an analysis that will undoubtedly inspires any creator or resear
[...]
Keywords : serious game, procedural rhetoric, analysis, research, example