A research project designed to build a classification system suited to videogames. This projet resulted in a website featuring a collaborative classification system based on multiple criterias. The games are classified according to their gameplay, their purposes, their markets and target audience, alongside with user-contributed keywords. http://www.gameclassification.com The classification of videogames, a complex problem... The classification of videogame
[...]
Keywords : classification, videogames
This article describes the innovative approach taken by the French Ministry of Education, which is using video gamesto convey a message to the 15-18 age group in order to promote its industrial sectors.Taking a scientific approach to communication and sociology, we begin by exploring the strategy putin place to develop games designed to convey the desired message, followed by a study of the very firstreceptions in the field. Read paper on Research Gate Read paper on HAL &n
[...]
Keywords : Pedagogy, Video Game, Serious Game, Education
In this one-of-a-kind book, each text-written page is accompanied by an illustration that ease the understanding of the text. Besides its unique shape, this book is also brilliant content-wise. Raph Koster, a famous American Game Designer specialized in MMORPGs (Ultima Online, Star Wars Galaxies, Everquest 2), presents a theory to explain why people like to play. According to him, the "theory of fun" is due to the fact that the human brain is happy when he learns, and games happens to
[...]
Keywords : psychologie, theory of fun, drawings, raph koster
An essay written by Gilles Brougère, a researcher specialized about games, dealing with the relations between playing and learning. This book addresses play as a general activity, ranging from kids play in preschools to video games. The author stars with the definition of "game" and "play", before diving into the relationships between play and leisure, education and leisure, and, last but not least, play and education. Through the idea of "informal learning",
[...]
Keywords : essay, learning science, learning, game, play, education, leisure, school
This book provides insightful thoughts and design advices for interactive storytelling applications, e.g. video games. Written by the legendary American game designer Chris Crawford, it's the result of 10 years of experimentation from the author in this area. He first draws a theoretical analysis of interactivity and storytelling structures, to then introduce an efficient yet easy to understand approach: thinking in "action verbs" to analyze and improve games interactivity. The book is
[...]
Keywords : interactive storytelling, video game, story, design, theory, example, reference
This tiny 80 pages book tackles the question of the artistic and cultural potential of video games. The first part of the book quickly reviews the history and classification of video games, using elements from the classical book written by Le Diberder Brothers. In the second part, the author deals with how players regard games. He then draws elements from his personal experience in a "gamer's club" running monthly Lan Parties (networked computer game sessions). Thanks to the interview
[...]
Keywords : video game, art, culture, introduction
One of the reference book about the scientific study and design of games. This huge 700 pages book will explore in great details the core concepts related to any kind of games: from outdoor sports to videogames games and TV games. The authors introduce a theoretical framework that defines three level of analysis, which were often cited by many others researchers: "Rules", to study games as artifacts, "Play", to analyze the human experience of playing games, "Culture"
[...]
Keywords : theory, research, games, play, defintitons
This is the third edition of one of the first, if not the first, book to seriously tackle the history of video game on a global level. The book structure is chronological: each chapter covers the main events of a single year. Moreover, the author chose to mostly focuses his book on the history of consoles in the US. After a first chapter dedicated to early digital games, the book details the main events of the video game industry between 1970 and 2000. Among others things, it presents the variou
[...]
Keywords : history, videogame, usa, console
This book tells us the history of Nintendo, and more specifically how it conquered the US video game market in the 80's. This book details the first steps of Nintendo in the field of video games, both in Japan and in the US. It explores arcade hits like Donkey Kong, alongside with the NES and its most popular games series such as Mario and Zelda. The form of the book is brilliant: it's written like a captivating novel. But the main point is the substance: this book is literally filled with a lot
[...]
Keywords : nintendo, history, hiroshi yamauchi, japan, usa, mario, minoru arakawa, shigeru miyamoto
This book tells us the history of Nintendo, and more specifically how it conquered the US video game market in the 80's. This book details the first steps of Nintendo in the field of video games, both in Japan and in the US. It explores arcade hits like Donkey Kong, alongside with the NES and its most popular games series such as Mario and Zelda. The form of the book is brilliant: it's written like a captivating novel. But the main point is the substance: this book is literally filled with
[...]
Keywords : nintendo, history, hiroshi yamauchi, japan, usa, mario, minoru arakawa, shigeru miyamoto