AbstractThis article analyzes Free Rice within the context of “the rise of the ludic sublime,” where video games are hailed as the solution to highly sophisticated political problems. As part of what we call practices of “philitainment,” Free Rice, we argue, functions within the political domain of what Jodi Dean has termed “communicative capitalism” and therefore both captures resistance and actually solidifies global capitalism. Ultimately, th
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Mots-clés : Digital Games, Critical Theory, Governmentality, Philitainment, Development
The accelerated progress being made with interactive devices (such as screens, cameras, joysticks and tangible objects) has triggered the develop- ment of new interaction methods for applications (e.g., body language, haptic feedback, etc.). Video games and Serious Games are being played on increa- singly innovative peripherals (e.g., Kinect, Wii Balance Board). These devices have generated new, intuitive forms of Human-Computer Interaction that are completely changing o
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Mots-clés : Objets tangibles, Ecrans, Dispositifs, Jeux vidéo, Serious game, Charactérisation
Genre is an important feature for organizing and accessing video games. However, current descriptors of video game genres are unstandardized, undefined, and embedded with multiple information dimensions. This paper describes the development of a more complex and sophisticated scheme consisting of 12 facets and 358 foci for describing and representing video game genre information. Using facet analysis, the authors analyzed existing genre labels from scholarly, commercial, and popular sources, and
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Mots-clés : Genre, Jeu vidéo, Média Interactif, Facet analysis
Abstract:In light of calls that civic participation is declining, efforts are underway to replace outdated, unproductive forms of citizenship. With the majority of Americans now connected to the Internet, community leaders see the digital realm as the new frontier for promoting engagement. Increasingly, digital games are being designed for the express purpose of promoting community engagement and social action. My thesis examines this emerging practice of civic game design. Within this thesis, I
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In this paper we proposed a gamification methodology for Korean language education. We suggested gamification elements that increased the fun factor and induced immersion by analyzing the successful gamification cases which can be classified into three types; management, Implementation, and self-expression. Then, we analyzed Korean learning theory and methods to extract four key aspects, listening, speaking, vocabulary and culture from eight Korean learning function. Finally, by using Korean Wav
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Mots-clés : Korean wave, Korean language, Korean learning, Gamification, Game, Education, Learning
Many studies support serious games as a tool for motivating and learning improvement. Some work have already evaluated the influence of competition and collaboration aspects on learning using such games but little research has been published regarding the usage of both aspects at the same time. A systematic literature mapping has been done, searching for serious games that have embodied both collaboration and competition in its gameplay. From 742 papers analyzed, 17 of them were selected. The ma
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Mots-clés : Serious Game, Learning, Evaluation, Studies
Abstract This paper analyzes the potential of serious games for professional and pedagogical purposes and learning. To do this, the authors have questioned the efficiency of these games. They present an experiment conducted with 66 students trained in sales that compares a group of players with a group of non-players. The game’s impact on skills was studied from two angles: first from a theoretical point of view (based on the marks obtained in tests), and second from a practical poin
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Mots-clés : Serious Games, ICT efficiency, Experiment
Games, MMOG-s (Massively Multiplayer On-Line Games), on-line social sites etc have become a major cultural and economic force. The main distinguishing features and attraction of these applications is their interactivity and emergent quality – participants constantly change the state of affairs with their actions. Gameplay, the resulting dynamic flow of events, is fascinating: this is like execution of an algorithm, where elementary actions are defined by game rules, but the logic, the flow
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Mots-clés : Games, MMOG-s (Massively Multiplayer On-Line Games), On-line social , Structure, Gameplay
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 videog
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Mots-clés : gaming 2.0, serious games, game design, level design, player-generated content
This paper is part of an experimental approach aimed to study the nature of videogames. We will focus on videogames rules in order to try to understand the anatomy of a videogame. Being inspired by the methodology that Propp used for his classification of Russian fairy tales, we have cleared out recurrent diagrams within rules of videogames. We then analyzed these rules diagrams by using the definition of a game drawn by Salen & Zimmerman, which led us to propose a definition for the nature
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Mots-clés : règles, gameplay, Jeux vidéo, Typologie, classification