In this book, Catherine Kellner, a researcher in communication sciences, analyses and criticizes the so-called "edutainment" products. Through real-world examples, she highlights the common flaws of these products (storytelling elements used instead of play attributes, games using texts for kids who don't know how to read yet, boring games sequences, etc.). She also offers many ways to improves them (using the discovery space embedded in every game, learning by trial-and-error, etc.).
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Keywords : edutainment, research, analysis, critic
This presentation was given as part of a seminar at IRIT (Toulouse Institute of Computer Research). The aim was to outline the experimental protocol used to study the reception of the general public in understanding the scientific work carried out at the Gargas site. The idea is to compare 3 approaches: a digital device for drawing on an interactive whiteboard, a serious game and a virtual exploration of the cave in 3D.
Keywords : Virtual environment, Serious game, Cave, Reception study, Interactive whiteboard, Virtual reality, Scientific mediation
A scientific book that gathers contributions from 18 researchers who are studying different sides of videogames (design, use, interactivity, storytelling, emotions, gender, etc.).
Keywords : science, humanities
The aim of this article is to present V.E.Ga.S tool, which intends to classify video games, study their nature and to corroborate hypothesis by a pragmatic approach. The approach has been inspired by the methodology of Vladimir Propp, who has classified Russian Tales at the time, as well as on the works and the "iterative" approach of the game designers Katie Salen and Eric Zimmerman. The approach consists in studying a significant number of video games in order to index their composit
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Keywords : Classification, Game design, Video Games, Morphology, Taxonomy, Bricks, Experimental Methods
The objective of this paper is to restore the process of development and installation of a project called "Technocity" which aims to develop technology courses of French State Education among the young people from 15 to 18 years old, with a very special care for the girls. We develop a gameplay to build a new school guidance tools. We choose to create a dynamic approach with video game and shortly report on different technical job. After, we explore the impact and the reception of this
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Keywords : School guidance, Advertaising tools, Advertainment, Education, Edumarket game, Innovation, Marketing, Reception
The objective of this paper is to restore the process of development and installation of a project called "Technocity" which aims to develop technology courses of French State Education among the young people from 15 to 18 years old. We develop a gameplay to build a new school guidance tools. We choose to create a dynamic approach with video game and shortly report on different technical job. After, we explore the impact and the reception of this tool in different classrooms by childre
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Keywords : Advertaising tools, Advertainment, Education, Innovation, Marketing, Reception, School guidance, Serious Game
The objective of this paper is to restore the process of development and installation of a project called "Technocity" which aims to develop technology courses of French State Education among the young people from 15 to 18 years old, with a very special care for the girls. We develop a gameplay to build a new school guidance tools. We choose to create a dynamic approach with video game and shortly report on different technical job. After, we explore the impact and the reception of this
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Keywords : serious game, Advertising tools, Advertainment, Education, Edumarket game, Innovation, Marketing, Reception
With nearly 1000 pages, this heavy book was baked for you by two of best videogames researchers. I gathers many articles that anyone serious about the study of games must (or at least should) have read. The articles gathers are quite different, ranging from scientific essays about the definition of videogames (Huinzingua, Caillois, Suits, etc.) to players gaming diaries and professional game developers postmortems (Valve Software on how they created Half-Life, Lucasart on their pioneering MMO &q
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Keywords : research, game studies, history, definition
Following the videogame classification project, Gam.B.A.S is a research project aimed to study the deep nature of videogames through formal deconstruction of their inner structure. Gam.B.A.S. - Prototype #1 The first step of this ongoing project is to try to provide answer to the following question: What is gameplay? Demonstation videos of the two prototypes created (2007): Publications related to this project Many analysis have yet to be done,
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Keywords : game design, game creation software
This learning project intents to raise students awareness on videogame academic research through Project Based Learning (P.B.L.). The students are involved in our different research project through the design of serious game, talks about history or culture related research or even through the creation of original gameplay principles... The students are also invited to share their own points of view through collective debates and group projects relying on their personnal thoughts
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Keywords : game design, education