Distance learning technology used at the beginning of 2000s has not gained a wide approval. Recently, the numerous new options rendered possible by NTIC development have not yet been analyzed or interpreted properly and a through indepth study of e-learning is lacking. We distinguish three on-line methods of e-learning. Rapid learning consists on static information publishing which, in best cases, can have knowledge tests or spoken information. To improve this, a training by “scenarios&rdq
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A Wii near the coffe machine? To play PES in order to animate a meeting? Business stratgies elaborated thanks to Advance Wars? Not at all, we're going to talk about "serious games"...Read the article (french).
"This week, it's serious! The Serious Gaming is a new market of the video game industry dedicated to the learning, advertising, political... areas. A world market of 50 billions USD." Journalist :Cédric Ingrand Speakers : Jean-Claude La Rue (SELL), Sébastien Beck (DAESIGN) et Julian Alvarez (Orange Labs/ Ludoscience). Podcast
Keywords : Serious Games, LCI, Plein Ecran, Market, Video games, Serious Gaming
1 Introduction As one of the fastest growing segments of the global entertainment market (Szalai, 2007), video games have come to represent a wide spectrum of values in terms of expectations and design decisions of the groups involved in their development and publication. Despite a rapidly expanding market, changing demographics and growing global economic importance, regional differences in game designs have yet to be fully explored. The underlying premise of this research is that game com
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Keywords : Video games, Genre, Game components
This conference is part of a workshop entitled “Deconstructing video games? Ways to build a coherent offer in toy libraries”, taking place at the 11th International Congress of Toy Libraries. This presentation explores the way in which video games are classified, using a formal system and Gameplay Bricks. In concrete terms, the idea is to use Objective and Means Bricks to identify gameplay families. By classifying such families, we can establish a taxonomy of video games. With such a
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Keywords : Gameplay bricks, Classification, Deconstruction, Formalism, Taxonomy, Video game, Formal system, Database
This presentation was part of the workshop entitled “Deconstructing video games? Ways to build a coherent toy library offer”. Its aim was to show how video games can be deconstructed through formal deconstruction, in the same way as Vladimir Propp did with Russian fairy tales in 1928. The result is a set of gameplay bricks: bricks of results, means and conditions. Based on such elements, the idea is to share with the public whether it would be possible to establish a classification o
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Keywords : Gameplay bricks, Classification, Deconstruction, Formalism, Taxonomy, Video game, Formal system
Presentation of the workshop: The idea of video game ratings is far from new. There are many and varied “free classification” systems used by the video game industry, the trade press or simply by gamers. However, while these systems are an important part of common video game culture, they are unfortunately not suitable for cataloguing or classifying all existing video games.Indeed, these so-called “free” systems follow the course of video game evolution: categories a
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Keywords : Classification, Videogame, Game library, Deconstruction, Structuralism, Gameplay bricks, Taxonomy, Formal system
This article offers an overview of the various approaches used by the video game industry throughout its history to encourage and facilitate the creation of video games by players.Referring to a structural model of the video game as an artifact, we will study four approaches aimed at facilitating and encouraging enthusiasts to create or modify their own games: configuration menus, level editors, mods and game factories.The aim of this article is to highlight the complementarity of these differen
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Keywords : Video game, Creation, Tools, Level design, Game design
By analysing in detail the characteristics, uses and different genres of serious game, this study outlines the challenges involved with the design, development and distribution of various types of title. Similarly, the report examines the outlook for the industry and its probable growth drivers. The serious gaming market is of considerable importance. As the link between traditional video games and practical software, serious games offer a genuine opportunity to develop a sector that is all too
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Keywords : serious game, advergame, edugame, news game, edumarket game, serious gaming, edugaming, advergaming
By analysing in detail the characteristics, uses and different genres of serious game, this study outlines the challenges involved with the design, development and distribution of various types of title. Similarly, the report examines the outlook for the industry and its probable growth drivers. The serious gaming market is of considerable importance. As the link between traditional video games and practical software, serious games offer a genuine opportunity to develop a sector that is all too
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Keywords : serious game, advergame, edugame, news game, edumarket game, serious gaming, advergaming, edugaming