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
[...]
Mots-clés : digital educational games (DEG), Jeux numériques éducatifs, Jeux éducatifs, Genre, Jeux vidéo, Apprentissage, Classification, Education
Abstract:This paper presents the evolving embodiments of “A Virtual Laboratory”, a VR-based videogame simulating an experiment of medical distillation in a medieval alchemy lab. Players are encouraged to acquire the knowledge needed to master the operations to be performed by consulting the digital representation of an ancient treatise on distillation hosted at the Gunnerus Library of Trondheim, The game is part of a larger project called MUBIL aimed at disseminating the knowled
[...]
Mots-clés : Serious Games, Library, Virtual Environment, Immersion, Interaction, Learning
The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For
[...]
Mots-clés : health games, Children
Frédéric Markus, nouveau dirigeant du studio Féérik Games (OhMyDollz, Eredan...), a un CV des plus prestigieux. En vingt ans de carrière, il a bossé chez Ubisoft, RockStar, Disney, LucasArts, Epic Games... et a également fait partie de la "dream team" des développeurs choisis par Nintendo pour le lancement de la Nintendo 64. Dans la vidéo ci-dessous, il nous explique la "méthode Nintendo" en matière
[...]
Mots-clés : conférence, game design, nintendo, gameplay, prototype, frederic markus
ABSTRACT Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. However, comparatively little research has been do
[...]
Mots-clés : Digital game-based learning, Serious Game
Les Serious Games, quésaco ?25 mai 2015 Joannie Philoso'pie du jeujeu sérieux, jeu vidéo, serious game, serious gamingDans notre Pie’bliothèque, aux côtés des « Jeux de société » ou encore des « Jeux vidéo » vous pouvez apercevoir une rubrique « Serious games ». Si les deux premières catégories vous sont très prob
[...]
Our research into the enterprise gamification domain was designed to investigate the different objectives, purposes, target audiences, game design patterns and technology used in gamified implementations. We found that a formal classification system was not only absent, but that it was essential to provide a baseline for developing and comparing gamification design strategies. To this purpose we identified 304 publicly available case studies of organizations that self-identified as having undert
[...]
Mots-clés : Taxonomy, Gamification, Enterprise systems, Classification, Design, Information systems, Strategic management, Serious games
GameDev Days 2015 Program: http://gamedev.ee/REGISTRATION AND COFFEE09:00 - 10:0009:15 - 10:00VLADIMIR FUNTIKOV (CREATIVE MOBILE)Opening speech10:00 - 10:30 KATRIN SAKS (BALTIC FILM AND MEDIA SCHOOL)Opening speech10:00 - 10:1510:15 LISSA HOLLOWAY-ATTAWAY (HÖGSKOLAN I SKÖVDE INSTITUTIONEN FÖR INFORMATIONSTEKNOLOGI)The Gamification of Vision in the Museum: designing affective learning for cultural heritage10:15 - 11:0010:30ANDRÉ BERNHARDT (INDIE ADVISOR)State o
[...]
Mots-clés : Serious Game, Serious Gaming, Serious Diverting, Serious Modding
AbstractThis article explores existing attempts to design a comprehensive and complex taxonomy framework for an educational business game intended to categorize and evaluate various properties. The identified missing elements in the current proposed taxonomies were used as a starting point for the design of a new category that addresses the game’s educational properties. The content of the proposed taxonomy category is presented and the properties selected are explained with regard to thei
[...]
Mots-clés : Educational business game, Education, Business game, Edugame
Abstract“Serious Games” is a unique industry that is concerned with the training/learning performance assessment of its clients. It is one of three digital technology industries (along with digital games, and online learning) that are rapidly advancing into the arena of analytics. The analytics from these industries all came from the tracing of user-generated data as they interacted with the systems, but differed from one another in the primary purposes for such analytics. For exampl
[...]
Mots-clés : Serious games analytics, Game analytics, Learning analytics, Definition, Theoretical foundation, Human performance assessment