Informations
Support :
Références scientifiques
Auteur(s) :
Duin, H., Hauge, J. B., Hunecker, F., & Thoben, K.
Editeur :
Industrial Contexts. In M. Cruz-Cunha, V. Varvalho, & P. Tavares (Eds.) Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments (pp. 331-347). Hershey, PA: Information Science Reference. doi:10.4018/978-1- 60960-567-4.ch020 Application of Serious Games in
Date :
2011
Langue :
Description
This chapter describes application areas for serious games in the context of such CNOs. A classification scheme for serious games has been developed based on two different approaches: one based on a process framework, the other one based on a game genome approach. Both are applied on a number of known serious games with the objective to identify uncovered areas and gaps. These gaps represent new opportunities for the application of serious games which has not yet been realized.
References (1) :
Djaouti, D., Alvarez, J., Jessel, J-P., Methel, G., Molinier, P. (2007), The nature of Gameplay: a videogame classification
Mots-clés : Serious Game, Classification, Approche du jeu par génome, Cycle de vie de l'organisation, Industrie, Education