Ce livre s'intéresse à la passionnante histoire de la sulfureuse série "Grand Theft Auto". Sur plus de 300 pages, l'auteur revient sur les épisodes les plus rocambolesques de cette saga : ses débuts humble en tant que petit jeu d'arcade en Ecosse au main de DMA Design ; le recours à Max Clifford pour utiliser le scandale médiatique comme campagne marketing ; la prise de contrôle des frères Houser et leur studio Rockstar
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Mots-clés : grand theft auto, histoire, dma design, rockstar, jack thompson, sam houser, david jones, esrb
This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment. Serious Gaming (SG) is at the crossroads of several disciplines: e-learning, computing, engineering,
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Mots-clés : Serious Game, Study, Health, Defence, Education, Market, Evolution, Training
Abstract Professional training for risky professions involves simulation training. This kind of facilities has appeared very important to give to the workers the initial knowledge, to improve the skills of experienced workers, and to make them face rare situations for which they must be potentially ready to deal with. The past years, a broad range of simulation systems including virtuality have become available on the market, and the professions concerned are wider every year. The possibili
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Mots-clés : Serious Game, Simulation, Training
Abstract The global economic crisis that is felt is leading to the emergence of a need to increase business competitiveness, by improving the performance of its employees. In this sense, Lean Manufacturing is an area that deserves the attention of employers and their employees, since its main objectives are to increase productivity, reduce waste and optimize available resources. A Lean tool that deserves special attention is the 5S Method, which can improve productivity, by increasing the
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Mots-clés : Serious Game, Learning, knowledge, Evaluation
De Angry Birds à Mécanika : serious game et serious gaming 28 septembre 2011 Thomas Constant Deux jeux, l’un dit « sérieux », l’autre devenu « social » en entrant sur la réseau Google + ; deux jeux utilisés pour l’apprentissage de la physique. Le premier se nommeMécanika, il va sortir dans quelques jours et a
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Mots-clés : Serious Game, Serious Gaming, Jeux sérieux, Détournement, Usages
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
Etude rédigée en anglais qui présente quelques graphiques concernant le marché du Serious game des années 50 aux années 2000.
Mots-clés : Serious game, Marché, Histoire, Evolution, Statistiques
Résumé : La première décennie des années 2000 a vu le succès d'une dénomination, celle de jeu sérieux (serious game en anglais) pour désigner des applications informatiques à finalité utile utilisant les ressorts du jeu vidéo. Le terme recouvre des cas de figure très divers, comme les logiciels ludo-éducatifs, les exercices de simulation d'une activité (conduite d'un véhicul
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AbstractThis article proposes a solution for user localization in indoor areas using the compass, accelerometer and Bluetooth of a mobile device to calculate the user’s position within this virtual environment, for it to be used in both entertainment-industry mobile games and serious games. The user’s position is viewed through a 3D virtual environment representing his real position and orientation. The basis of this solution is the utilization of a mobile Bluetooth-enabled device, s
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Mots-clés : Mobile, Indoor, Localization, Bluetooth, 3D Environment, Virtual Guide, Serious Games
Serious games have become a key segment in the games market as well as in academic research. Although the number of games that identify themselves as belonging to this category as well as the research done on their effects has been rapidly growing, there has thus far been no attempt to define all of the various opportunities that digital games provide for learning. To address this issue we look at existing definitions of serious games and their potential for learning. We identify the shortcoming
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Mots-clés : Serious Game, Learning