This mind map presents all Julian Alvarez's work since 1991 in the fields of serious games, edutainment, video games, robot pedagogy... In concrete terms, you'll find writings, applications, videos, podcasts... The idea is to offer you a different way of browsing the various resources. We welcome your feedback!
Keywords : Mind Map, Ressources
Lecture given as part of FIJLoC (Festival International du Jeu et Loisirs des Caraïbes). This conference addresses the issues surrounding the video game industry on an international level, as well as questions surrounding the Soft Power operated via video games. Link to the video
Keywords : Soft Power, Video game industry, Ethics, Editions
(Broacasting our studies)
In this new episode, Dr. Ludus explores the concept of the "video toy", as described by researcher Stéphane Natkin in 2003 in his book "Video Games and Media in the 21st Century". https://www.eyrolles.com/Informatique... How does the concept of "video toy" differ from that of "video game"? That's what Machine and Dr. Ludus explain in this new episode. Find out more about video toys: http://ja.games.free.fr/Introduction_... (pp.19-21). Cre
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Keywords : Toy, Video toy
Between 2021 and 2022, INSPE Lille and Julian Alvarez have designed and produced a traveling exhibition entitled “Does the video game escape the question of gender?”. With a view to media education, the exhibition invites visitors to question the representations and imaginaries conveyed by video games in relation to questions of gender, identity and sexual orientation.In concrete terms, the exhibition is made up of 15 posters, based on the principle of Figure 1: a central question, i
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Keywords : Video game, Gender, Gender stereotype, Sexism
The aim of this paper is to present a lexicometric study identifying, between 1980 and 2019, the number of occurrences of the following 4 keywords: “joueuse”, “joueuses”, “joueur” and “joueurs” that can be identified in the French-language videogame press. In concrete terms, the corpus explored represents a set of 1,075 documents, the main titles of which are shown in Table 1. Statistical processing was carried out to check the validity of the data
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Keywords : Female player, Male player, Female gamer, Male player, Gender stereotype, Video games press, Representation, Video game
Conference combined with an edutainment activity “La soupe à l'oignon” (Overcooked! video game) to introduce the audience to structuring an edutainment session using video games.
Keywords : Training engineering, Ludopedagogy, Edutainment, Serious game, Cooperation, Cooking, Pedagogy, Video game
Workshop designed to introduce participants to how to structure a fun educational session through a concrete illustration: setting up a fun activity involving video games. The objective is to make them understand the concept of the three educational stages: introducing, facilitating and debriefing the activity to maximize the chances of achieving the useful goals.
Keywords : Video game, Pedagogy, Ludopedagogy, Edutainment, Serious game, Gamification, Structuring
50 years ago, in 1972, the general public really discovered video games, with the commercial success of Atari's Pong arcade machine and the launch of the first home console: Odyssey's Magnavox. Before 1972, video games already existed, but they were not really accessible to the general public. This was known as the “prehistory of video games”.20 years ago, in 2002, the general public discovered the video game title America's Army. Developed for the U.S. Army and distributed free on t
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Keywords : Serious games, Retro serious games, Video games, Retrogaming, Video game history
Round-table discussion on the place of games in schools and libraries. As part of this cross-fertilization between teachers, librarians, librarians and researchers, the idea was to examine the benefits and constraints of using and lending games in the school environment. Board games and video games were associated with these questions.
Keywords : Board game, Serious Game, Ludopedagogy, Edutainment, Documentation, Library, School, Documentation and information center
This article investigated whether it is possible to establish correspondences between game mechanics and particular cognitive stimulations. There are many challenges to prevent and treat cognitive decline with aging or neurocognitive disease. Observing difficulties to establish such correspondences in the scientific literature, we proposed to move away from “classification by genre” or any other type of taxonomy that deviates from the framework of the “Rules/Formal schemas&rdqu
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Keywords : video games, serious games, game mechanics, cognitive functions, executive functions