Abstract—Serious games are developed with the purpose of bestowing a benefit on the user. That benefit could be related to the user’s health, education, safety or efficiency. We propose that the mechanism that the game employs to achieve such a benefit should be identified as the key to the development of a successful serious game. We introduce a paradigm for the design and development of serious games as benefit delivery systems. We suggest that the paradigm can apply to all applica
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Keywords : Serious game, Health, Health game, Healthcare
(Broacasting our studies)
On September 8, 2016, as part of the SAMSEI (Stratégies d'Apprentissages des Métiers de Santé en Environnement Immersif) Lyon Summer School organized within the University of Lyon, a workshop named “Point sur le jeu sérieux” (Druette, 2016) was offered. During this workshop, which welcomed around fifty participants, mainly healthcare practitioners, we introduced the CEPAJe model for the first time. Developed during 2015, this model aims to explain, in part
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Keywords : Serious Game, Evaluation, Health, Therapeutic scenario, Evaluative model, Therapeutic journey, Awareness
(Broacasting our studies)
Abstract Serious games (SGs) are a very widespread training and evaluation device, employed in different sectors of school and adult education. In this study we aim to design and develop a SG for training and evaluating personals working in aseptic environment. We will present in this research the theoretical basis needed for that design process. We will define a holistic and united model (PEGADE), which describes the collaborative and optimal process to conceive SGs and which is constructe
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Keywords : Serious game, Serious game Design, Simulation, Gamification, Instructional Design, Virtual Reality
This tall book (larger than A4) is a collection of articles written by different authors who offer you a journey through the main video game-related events from the year 1992, in France. The book begins with a handful of papers dealing with year-long events, such as the home console competition between Nintendo and Sega, with a lot of figures. They are completed by a portrait of Masahiro Sakurai (Kirby, Smash Bros) and another one of the Lucasarts studio. Then, several articles are dealing with
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Keywords : history, 1992, console, pc, super nes, lucasarts
This book details the history of two legendary game consoles, both released in 1994. The 300 pages are divided in two parts. The first part tells with great details the history of the PlayStation, and the making of its 10 most popular games (Wipeout, Tekken, Gran Turismo, Final Fantasy VII, Metal Gear Solid…). The second half is dedicated to the history of the Saturn and 10 of its best titles (Nights, Guardian Heroes, Grandia, Panzer Dragoon, Daytona USA…). Despite already abundant
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Keywords : saturn, playstation, history, sony, sega, wipeout, virtua fighter, 32 bits
This book details the history of two legendary game consoles, both released in 1994. The 300 pages are divided in two parts. The first part tells with great details the history of the PlayStation, and the making of its 10 most popular games (Wipeout, Tekken, Gran Turismo, Final Fantasy VII, Metal Gear Solid…). The second half is dedicated to the history of the Saturn and 10 of its best titles (Nights, Guardian Heroes, Grandia, Panzer Dragoon, Daytona USA…). Despite already abun
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Keywords : playstation, saturn, history
Abstract This paper describes: a scenario, agent specification, mapping of knowledge domain, an implementation of Bloom's taxonomy-based serious game (BoTySeGa), and players' response against the game. The development of BoTySeGa is pursued to the availability of an alternative assessment tool for learning in elementary school. It considers aspects: game knowledge, subject matter of parallelogram for 5th grade elementary school learners, and cognitive domain of Bloom's taxonomy. BoTySeGa's
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Keywords : Bloom's Taxonomy, Serious Game, Learning Assessment
(Broacasting our studies)
(Broacasting our studies)