Serious games (SG) are computer-and video games with a primary focus other than entertainment. This is, they are made to educate, teach, inform and promote ideas. The current research focused on SGs' success factors and their emergence in SGs published in Finland in 2015. The research approach was qualitative and the research method was theory-based content analysis. First, the concepts of SG, SG design methodology and learning were discussed based on existing knowledge. Success factor related k
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Keywords : Serious game, Success factor, Gaming experience, Content implementation, Implementation process, Analysis framework
For the Ludoscience team, it's very important to play if you want to practice Ludology.Having read a few articles mentioning the idea that Pokémon GO could promote the health of its users through the walking activity it elicits, we wanted to form our own opinion by playing the title. We took the game with us on vacation, in the countryside, in the mountains and in the city.This month-long test also gave us the opportunity to make a few observations in the field, which we'd like to share w
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Keywords : Serious Game, Video game, Smartphone, Serious Gaming, Pokemon Go, Gameplay, Research
Abstract. This paper presents the findings from a study aimed at understanding whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game – St. Vincent’s Volcano – for use in existing volcano education and outreach sessions. Its twin aims are to improve residents’ knowledge of potential future eruptive hazards (ash fall, pyroclastic
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Keywords : Volcanic, Serious game, Videogames
When is a serious game serious?by Dr. Holger Sprengel, Andrew Pomazanskyi (Nurogames GmbH)The video game industry is doing better than ever before. What we used to think of as “children’s play” not too long ago has now grown into an industry with revenues of $81.5 billion in 2014 (1) which was more than twice that of the international film industry for the year 2013. As such, the number of different types of games has been steadily increasing.One such type of video games
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Keywords : Serious Game
(Broacasting our studies)
Our research question can be formulated as follows: what is transmitted and learned with so-called “serious” games, and what does this teach us about the relationship between learning and transmitting as it is thought and experienced today? To answer this question, we need to define the serious games used in this contribution, the population concerned, the methodological approach used and the theoretical frame of reference used. The games selected were developed by a company (3DDUO)
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Keywords : Serious game, Transfer, Mathematics, Math
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
In French-speaking research, the expression ‘serious gaming’ is used in English in order to refer to the practice of diverting videogames aimed at three new, functional purposes: the diffusion of message(s), training and data collection. ‘Serious games’ are thus distinguished from ‘serious gaming’: while the end result may appear similar (combining games with educational purposes), serious gaming applies new functions a posteriori. To highlig
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Keywords : Serious Gaming, Serious Game, Serious Modding, Serious Diverting
Abstract After the turn of the century, video games have risen up to the level of the largest mainstream entertainment mediums, now even challenging the movie industry in size. Even though the area occupied by serious games in this market has only just recently really started growing, with serious games still being only a relatively small portion of the video games market, has the idea of using games as tools for education and training been the target of continuous interest for at least the
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Keywords : Video games, Serious games, Simulations, Simulate, Educational games, Edutainment, Health games, War games
As you may have noticed, these last months have been quiet for Ludoscience. Don't worry, the lab is still running, it's just that we have all been so busy with our current projects, that nobody had the time to actually update the website! As these projects near completion, in the upcoming weeks we will have new projects to share with you, including... a new book written by all the Ludoscience members! In the meantime, here is a selection of our activities during the last months: Our b
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Keywords : ludoscience, news, conferences
AbstractVideo games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when brought into the classroom, ranging from pragmatic issues (e.g., a high development cost) to deeper educational issues, including a lack of understanding of how the students interact with the games
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Keywords : Serious games, Game learning analytics, Learning analytics, Game analytics, Educational standards