The aim of this paper is to focus on the “infra-narrative” level of video games, i.e., the elements that lie below or on the bangs of the main narrative. In this formal referential, the question is to apprehend whether gameplay bricks can constitute narrative functions and modalities. This approach refers to the work of Vladimir Propp, who in 1928 identified a set of functions in a corpus of Russian fairy tales.
Keywords : Gameplay, Semiotic, Narrative, Narration, Gameplay Bricks, Formal deconstruction, Narrative functions, Storytelling
The vocation of a Serious Game is to invite the user to interact with a computer application whose intention is to combine aspects of teaching, learning, communication or information with the playfulness of video games. The aim of such a combination is to give didactic or training content (Serious) an attractive form or setting (Game).
Keywords : Serious game, Definition
A book addressing the delicate "video game addiction" topic in a clear and thoughtful way. The book is suited to parents of young video game players, and explains the current state of scientific knowledge on this topic: in spite of what some un-rigourous journalists might say, video games are not a "drug", but some players may be in a "excessive playtime" state which they sometimes need help to escape from. To help parents achieve this goal, the book briefly introdu
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Keywords : video game addiction, parent handbook, simple, practical, testimony
In this book , James Paul Gee, a researcher in learning sciences, explores the potential of (all) video games for learning. Through an analysis of entertainment video games, he deduces a set of 36 "learning principles" used by video games to teach content or skills to players. This book then details these 36 "learning principles", such as the "multiple routes principle" or the "incremental principle", in order to give ideas to teachers on how to improve th
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Keywords : video game, learning principle, serious gaming
Summary: This thesis is situated on the border of the Computer Science and the Social Sciences. It concerns the conception of Serious Games and their use within the context of targeted learning. By a Serious Game we mean a computer application, whose initial intention is to combine coherently the serious aspects (Serious) in a neither exhaustive nor exclusive manner, with instruction, learning, communication or further on information, assorted with the playing aspect of Video Games (Game).
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Keywords : serious game, gameplay, teaching
This article proposes to focus on the various types of Serious Games. Inspired by the video games, we find a great diversity of applications. We propose a classification within Serious Game while differentiating them from simulations for the moment. The question of the link between the initial intention of the game designer and the part played by the implementation of objectives gives us an Ariadne’s thread to be unrolled. The posture adopted by the player particularly in simulations const
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Keywords : serious games, classification
This paper is part of an experimental approach aimed to raise a classification suited to videogames. According to the methodology that Propp used for its classification of the Russian tales, we have found recurring diagrams within the rules of videogames. We named these recurrent rules "GamePlay bricks", as the combination of those bricks seems to be an interesting way to classify video games. In this article, we will study the nature of “GamePlay bricks”, especially the li
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Keywords : classification, gameplay, video games, rules, bricks
This book is a detailed study of the expressive potential of video games. The author analyses many examples of games broadcasting messages, related to politics, advertising and education. This study allows Ian Bogost, a media researcher and game designer, to introduce the concept of "procedural rhetoric", i.e. the use of games rules to broadcast messages. This book is very brilliant: full of relevant examples, it features an analysis that will undoubtedly inspires any creator or resear
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Keywords : serious game, procedural rhetoric, analysis, research, example
This tiny 88 pages book attempts to provide a introduction to the world of video games to people who doesn't know anything about them. It begins with a quick summary of the history of video games, followed by a detailed presentation of the main games genres. It then presents the main steps of the creation process of a video games, and ends with leads for their future. The book is written in a way that makes each topic covered over two pages only: video games from the 70's, the 80's, the 90's, ac
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Keywords : video games, introduction, history, genres, design
For many children, video games are an important part of their free time.For parents who don't feel they have a place in this activity, they often prefer to limit the amount of time they use it. This role of regulator is very important to avoid excess. However, parents can also play an exciting role: that of mediator.Parents can help their children take a step back from this playful activity and help them to understand the nature of digital images and their meanings, to decode the messages convey
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Keywords : Serious game, Message, Mediation, Digital literacy, Video game, Education