(Broacasting our studies)
AbstractNowadays the issue of learning through play has been raised because of the generalization of the use of video games. In the 1990s, the concept of game-based learning stood out and offered educational software claiming a play environment. In the 2000s, as the game-based learning didn’t seem to keep its promises, the concept of serious game stood out and offered new applications based on the video game culture. The founding title financed by the United States Armed Forces, America&rs
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Keywords : Serious games, Edutainment, Learning, Education, Video game
This paper describes the development currently being conducted into serious games which pursue some form of benefit in the field of health care. Although serious games are associated with software developments, developing them in the area of health care involves studying the associated multimedia technology and paying attention to aspects related to interaction with the game. Serious games for health cover matters related to education and medical treatment, rehabilitation and psychological treat
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Keywords : Games, Computers, Educational institutions, Mixers, Medical treatment
This book is a guide presenting the professional side of the videogames universe in a simple but complete way. It's divided in 4 parts. The first one presents the "day-to-day reality", by answering questions like "how do we create videogames?", "do we spent the day playing games?" or "can we became rich?", etc. The second part dissects the different jobs related to videogames, and explains their role and the kind of skills they require: game designer, scen
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Keywords : jobs, training courses, video games, industry, company, guide, student
This book tells the story of 13 famous video games: Grand Theft Auto, Call of Duty, Angry Birds, Les Sims, Assassin's Creed, Uncharted, World of Warcraft, Tomb Raider, Metal Gear Solid, Doom, Alone in the Dark, Prince of Persia and Tetris. Each chapter of this 300 pages book is dedicated to one of those games, and presents some information about it. While the book is pleasant to read, the amount of unique information is very variable from one game to another. The book chapters range from exc
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Keywords : history, angry birds, tetris, uncharted, assassin's cred, tomb raider
This book presents over 200 characters coming from the many video games created by Japanese studio Capcom. Each character is introduced on one page with a short text, in addition to one or two pictures. While this encyclopedia is far from being exhaustive, we appreciate the fact that characters coming from lesser-known games (Asura's Wrath, Star Gladiator, Red Earth, Rival Schools...) and ancients titles (1942, Vulgus, Commando...) are present, alongside with the ones coming for the most popular
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Keywords : capcom, characters, street fighter, resident evil, megaman, art book
The biography of Markus "Notch" Persson, and his world famous creation: Minecraft (2011). This books details the birth of this legendary game, and it begins with the end of the story: the MineCon convention held up in 2011 to celebrate the official release of the 1.0 version of the game. At this date, the game was already played by 16 millions people in the world, making both Markus Persson and his company, Mojang, millionaires. The book then goes back to Notch's childhood, from his pa
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Keywords : minecraft, notch, markus persson, mojang, indie, biography
This book is part of a series titled "the world explained to grown-ups." Hence, with its 160 pages, it aims to explain, in a simple and accessible manner, the world of video games to people who don't know anything about it. Despite its reduced size, this books successfully manages to achieve his goal, as it talks about many topics: history of video games, their art and cultural aspect, their industry, their controversies (addiction & violence), alongside with more recent topics lik
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Keywords : video game, introduction, history, art, industry, addiction, violence, gamification
This book details the captivating story of the scandalous game series "Grand Theft Auto". Over 300 pages, the author tells us about the most epic moments of this saga: humble beginnings as a small arcade game made in Scotland by DMA Design; hiring Max Clifford to use media scandal as a marketing campaign; the hijacking of the series leadership by the Houser brothers and their studio Rockstar during the creation of GTA III; the first legal actions against the game series and the rise of
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Keywords : grand theft auto, history, dma design, rockstar, jack thompson, david jones, sam houser, esrb
This book analyses the game Grant Theft Auto IV in order to highlight the social critic (of the American dream) it embeds. Over a hundred pages, the author begins with a study of the means video games can use to broadcast meaning, before going deeper inside the missions and game system of this title to reveal its political message.
Keywords : politics, social critic, analysis, gta iv
This book highlights the potential of video games for education purposes. Over 250 pages, 10 chapters are dealing with a different topic each. For example, one chapter relies on the Final Fantasy series to demonstrate the artistic potential of video games, while another chapter presents a classroom experiment conducted over the Harry Potter games and movies to make the students work on storytelling. While the book subject is very interesting, the quality of its chapters varies heavily. The best
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Keywords : education, video game, classroom, theoretical