This article deals with serious game design methods. More specifically, it focuses on the following question: is there any universal series of steps to design a serious game? Or is the availability of several different design methods unavoidable? To try to answer this question, we will study a corpus of ten design methods suited to Serious Games. Most of these theoretical tools are coming from or aimed to industry professionals. This literary review will allow us to perform a comparative
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Keywords : game design, serious game, methodology, generic model
Abstract : This thesis begins by questioning the legitimacy and durability of the serious game. For this, we propose to explore both Serious Game and Serious Play. Indeed, the association of Game Studies and Play Studies is, in our opinion, a complementary and necessary approach to hope to conduct such analysis. These aspects specified, this thesis explores the possibility of using game to assign to it utilitarian objectives. The concepts of Serious Gaming, Serious Game design, Gamification
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Keywords : Gamification, Game Based Learning, Serious Game, Serious Gaming, Serious Play, Serious Playing, Ludopedagogy, Ungamification
ABSTRACT This paper presents a comparative study of cognitive mediations at work in the scope of pedagogical device dedicated to introduce robotic/computer science to learners of last section of kindergarten (5-6 years old). The device used for the experiment is a robot named «Blue Bot» and presents three modalities in the scope of proposed serious games: the body, the robot and digital tablet. This study highlights on how mediator-in
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Keywords : Serious Game, robot pedagogy, Cognitive mediation, Activity analysis, Last section of kindergarten
(Broacasting our studies)
This communication aims to present the educational experience conducted with the 2014-2015 class of IPM Master II students: the Big Trak project.
Keywords : Robot pedagogy, Ludopedagogy, Edutainment, Robot, Serious Game, Robot toy, Comparative study, Virtual
Experience design implies an "experience to be lived" (Vial, 2015) where the subjects "interact with their natural and artificial environment". If we can easily imagine a "natural" or "artificial" environment, there is an in-between proposed by the game. Neither totally "natural" because it can rely on artifacts, nor totally "artificial" because some animals play and the game activity falls, depending o
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Keywords : Serious Game, Design Game, Game design, Gamification, Ungamification, Serious Game design, Serious Play design
This talk presents some ways in which retrogaming - the use of old video games or electronic games - can be used to understand the commercial failures of certain devices when they were first brought to market, or to reverse-engineer them. The idea is to draw lessons for the current development of innovative products in the field of games and serious gaming, to avoid repeating similar pitfalls or to find sources of inspiration. The conference concludes with a presentation of the concept of neo-re
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Keywords : Serious game, Neo-retrogaming, Retrogaming, Video game, Model, Engineering, Reverse engineering, Electronic games
00:00:00 / 01:25:12 VidéoSonVoir aussi Se Summary: How can games - and video games in particular - become learning tools? Is a game that abandons frivolity to become a serious game - a contradiction for some - still a game? Does gamification really mean offering a playful experience? The meeti
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Keywords : Serious game, Edutainment, Ludopedagogy, Video game, Gamification
Here's a question posed by one of our DIU Apprendre par le jeu students: “I'm currently following the MOOC on serious games offered by the Erasmus University of Rotterdam: https://www.coursera.org/learn/serious-gaming Very interesting, by the way...I'm coming up to week 2, which deals with the psychological approach to games, and here's what it says about the difference between “play” and “game”:Game are specific form of play, but not all play can be considered
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Keywords : Play, Game, Toy, Term, Definition, English speaking
This presentation proposes to challenge one of the criteria proposed by Roger Caillois to define both play and game. This criterion is the 4th in relation to unproductivity. Based on the Datagame, a game category belonging to the Serious Game, we propose to demonstrate by a hypothetic-deductive approach our breaking with this fourth criterion. The key to the demonstration lies in the exploration of the concept of Datagame and the identification of associated sub-categories.
Keywords : Datagame, Serious game, Video game, Health game, Gamification, Database, Crowdsourcing