Le point, en 2009, sur les "serious games" : les objectifs de ces jeux, la technologie utilisée, le graphisme, les limites, des exemples de jeux (p. 54 - 55).
Mots-clés : Serious Games, Serious Play
Webzine dédié au rétrogaming
Mots-clés : Rétrogaming, Webzine
Une présentation dont l'objet est de faire le bilan d'une étude conduite auprès de 121 personnes ayant testé un corpus de 11 Serious Games durant l'été 2009. Les données présentées se focalisent notamment sur la notion d'impact.
Mots-clés : Serious Games, Serious Play, Impact, Message
Une présentation qui présente les définitions de : Serious Game, Rétro Serious Game, Serious Play et Serious Gaming dans un premier temps, puis aborde des questions liées à la pédagogie avec les objets Serious Game et Serious Play dans un second temps.
Mots-clés : Serious Game, Serious Play, Serious Gaming, Rétro Serious Game, Pédagogie
Une intervention plénière sur la définition des Serious Games, Serious Play, Simulation et Rétro Serious Games pour déboucher sur une réflexion pédagogique. Fichier PPT de la présentation.
Mots-clés : Serious Games, Pédagogie, Simulation, Serious Gaming, Simulation, Rétro Serious Games, Rétro SG, Serious Play
Soutenance du mémoire de post-doctorat effectué du 9 juin 2008 au 8 Septembre 2009 au sein d'Orange Labs / France Télécom.
Mots-clés : Serious Games, Serious Play, Impact, Relation Client
Video games are ubiquitous in modern day life. Unfortunately, several children are overweight or even obese because they spend a lot of time watching television or playing non-physical video games, instead of perfoming physical activities. Furthermore, this lack of exercise affects their development. The fact that children are becoming overweight or obese is a health concern for many countries that are economical developed (like England) or are in development (like Mexico). In this paper we pres
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Mots-clés : Costs, Medical treatment, Pediatrics, Minimally invasive surgery, TV, Games, Airplanes, Virtual reality
The creation and development of multimedia devices destined for the general public pose many questions for designers. In this article we present two multimedia applications – a Serious Play and a Serious Game – which were part of an experiment performed in 2006. This article will present both devices designed specifically for the promotion of a prehistoric heritage site – the Gargas caves – and describe how they were received by the general public. The aim of this task wa
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Mots-clés : Serious Game, Héritage Culturel, Préhistoire
AbstractThis dissertation presents a multi-method approach to study the user experience of playing video games. The motivation is to devise an objective assessment of the concept of user experience. It is proposed that user experience is better understood when it is studied as a two fold phenomenon formed by a process and an outcome. This definition allows the combination of the subjective nature of experience together with the objectivity needed to propose an objective assessment of experi
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Mots-clés : User experience, Jeu vidéo, Gaming experience, Expérience de jeu, Métaphore
Abstract Players of video games often find themselves at a set location, in a room or a game hall, playing alone, with family or friends, even both, or maybe with strangers over the Internet. The game becomes intense when the player reaches a crucial moment or event. Such moments might be when the player has reached a new level, received a new piece of equipment, found the last hidden key or is about to kill the last “boss” in the game to win a war. The emotional state of the p
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Mots-clés : Pervasive games, Learning