Retrogaming #2 : La Vectrex Date, heure et lieu de l'événement :Mercredi 8 juin 2016 de 13:00 à 14:00 (heure avancée d’Europe centrale Heure : France)Serre Numérique2 rue Péclet59300 ValenciennesFrance Assister à l'Evénement Cette 2eme session Rétrogaming se propose de (re)découvrir la console de jeu Vectrex (MB, 1982). Sur un plan pratique cet atelier se p
[...]
Keywords : Retrogaming, History, Videogames, Vectrex
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
[...]
Keywords : Serious Gaming, Serious Game, Serious Modding, Serious Diverting
An indonesian thesis about computer sciences. References (1): Djaouti, Damien et.al., Towards a Classification of Videogames, AISB 2007, Bristol, Scotland, 2007
An indonesian thesis about computer sciences. Sejak dahulu kala, proses pengolahan data telah dilakukan oleh manusia. Manusia juga menemukan alat-alat mekanik dan elektronik untuk membantu manusia dalam menghitungan dan pengolahan data supaya bisa mendapatkan hasil lebih cepat. Komputer yang kita temui saat ini adalah suatu evolusi panjang dari penemuan-penemuan manusia sejah dahulu kala berupa alat mekanik maupun elektronik. Saat ini komputer dan piranti pendukungnya telah masuk dala
[...]
Grounded on a perspective in which action is a defining trait in video games, this work proposes the development of an action-oriented framework focused on the analysis of the relationships between the player and the game system centred on the existence of actors, which we define as entities responsible for the actions that affect the game – a category in which the player and the game system are included. We describe the grounding principles of this framework as focused on a transformation
[...]
Keywords : Action, Chronology, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Design, Depth
This review examines the literature on Serious Games used as learning tools for people with intellectual disabilities. Although intellectual disabilities are a very broad field where each individual has very specific characteristics, it would be beneficial to have general evidence-based recommendations about how to design videogames adapted to their cognitive requirements. Thus, the purpose of this paper is to identify and review the available literature on Serious Games for intellectual disabil
[...]
Keywords : Serious Game, Health games, Videogames, Intellectual disabilities
The existing common video game genres lack clarity as well as consistency and thus cannot serve as a solid reference to inform the research on digital educational games (DEG), which are increasingly used as learning tools. To address this basic issue of game classification, we have developed a web-based survey to collect data on how people play and perceive video games that they know well. The survey is grounded in our Game Elements-Attributes Model (GEAM). 321 valid responses were analysed usin
[...]
Keywords : digital educational games (DEG), Genre, Videogames, Learning, Classification, Education, Serious Games, Edugames
If you like books and are into video games, then this resource may interest you. Ludoscience is building a big list of books about video games. It currently features more than 150 books dealing with various topics: history of video games, game creators biographies, Game Design, Serious Games, video games studies & analysis... Each book is presented through a personal abstract, as we have read each book before adding it to the list :). It gathers books in English or French
[...]
Keywords : bibliography, videogame, books
Carmageddon. A video game known by people even if they never played it, thanks to its scandalous reputation. However, this game is far from solely being the "nasty racing game where you have to crush pedestrians" that many media and politicians wanted to ban. Carmageddon is first and foremost an excellent game, featuring many technological and gameplay innovations that deeply influenced the racing game genre. We interviewed Neil Barnden, co-founder of Stainless Software gam
[...]
Keywords : history, carmageddon, stainless software, violence, scandal, censorship, fun
This book focuses on a little known and hardly discussed period from the history of video games: the ends of the 70's, and more specifically the 1976-1980 years of the home consoles. The books explains how, after Ralph Baer's pioneer invention of the Magnavox Odyssey, and the success of Pong in arcades, home video games takes over TV sets around the world thanks to... General Instrument. Indeed, the introduction of a new integrated chip, copying Pong and sold for a few dollars only, allowed many
[...]
Keywords : pong, globalization, economic history, home console, 70's, japan, france, usa