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Can "Gaming 2.0" Help Design "Serious Games"? A Comparative Study Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel - 2010

Informations

Support : Publications
Auteur(s) : Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel
Editeur : Actes du colloque "SIGGRAPH 2010", Los Angeles, USA
Date : 2010
Langue : Langue


Description

The "Serious Games" field raises a specific need. People without professional game design skills, such as teachers, corporate trainers, therapists and advertising professionals, request tools that could allow them to create or modify such games. This article will analyze "Gaming 2.0" examples in order to identify tools that could help fulfill this need. Indeed, "Gaming 2.0" is a way for players to create videogame content without skills from the entertainment videogame industry. Can these tools be also used to create "Serious Games"?

 

To answer this question, we will first define a simple theoretical model of videogames. This model outlines four "game parts" that players can create through "Gaming 2.0"-related tools, and it will be used to provide a comparative analysis of fifteen "Gaming 2.0" examples. From this analysis, insights on the relevance of "Gaming 2.0" for the "Serious Games" field will be drawn.



Mots-clés : gaming 2.0, serious games, game design, level design, player-generated content