This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning bacteriology as one of the achievements of their research project. In this paper, the authors introduce the game and show evaluated results about its learning ef
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Mots-clés : Serious games, Mobile learning, Educational contents, Bacteriology
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
Introduction The value of video games for learning is a controversial issue that has fueled numerous investigations since the first electronic games captivated generations of young people and children in the 80s (and Méndiz De Aguilera, 2004). While, initially, there were suspicions to believe that video games could be useful in education and training field currently, it is a widely shared by both researchers concept, for educators (Del Moral, 2010; Gros, 2009, Gros, 2000 Etxeberr&i
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Mots-clés : Jeux vidéo, Valeur ajoutée, Apprentissages
Jeux sérieux : présentationSi vous n'avez pas encore entendu parler des « Serious Games », ça ne devrait plus tarder tant le phénomène prend de l'ampleur. À la différence des jeux vidéo, ils ont une finalité autre que l'amusement. Au contraire des logiciels pédagogiques des années 1990, ils n'oublient pas d'être ludiques. Présentation de ces objets en vogue.Présenter l'expression &la
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Mots-clés : Serious Game, Définition
This paper describes the development currently being conducted into serious games which pursue some form of benefit in the field of health care. Although serious games are associated with software developments, developing them in the area of health care involves studying the associated multimedia technology and paying attention to aspects related to interaction with the game. Serious games for health cover matters related to education and medical treatment, rehabilitation and psychological treat
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Mots-clés : Games, Computers, Educational institutions, Mixers, Medical treatment
Ce livre vise à mettre en avant le potentiel des jeux vidéo, dans leur ensemble, pour l'apprentissage scolaire. Les 250 pages de l'ouvrage sont divisées en 10 chapitres autonomes, qui abordent chacun une question spécifique. Par exemple, un chapitre s'appuie sur la saga Final Fantasy pour évoquer la dimension artistique du jeu vidéo, tandis qu'un autre présente une expérimentation menée en classe avec les jeux et les films Harry Pott
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Mots-clés : education, jeu video, classe, theorie
Pour développer un jeu visant un apprentissage conceptuel, il est nécessaire d’adopter une démarche itérative de conception, tant la tâche de conception est difficile. Nous avons entrepris une telle démarche dans laquelle, à chaque itération et pour chaque partie du logiciel, nous analysons les dimensions ludiques, &eac
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Mots-clés : Learning video game, Instructional game design, Evaluation, Iterative design
This article presents a selection of "formal game design tools" that may be able to bring game design and software engineering closer. Nowadays, game designers can rely on a set of theoretical tools to create video games. These tools are first intended to facilitate the design phase. However, some of them have a strong potential to communicate designers' ideas to the rest of the team, especially to developers. We will study four examples of such tools, before discussing how they
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Mots-clés : outils de game design, communication, industrie
Abstract:Serious games are video games or computer games designed for training or educational purposes. Thanks to the interesting and useful opportunities that they provide such as interactivity, immersion, simulation they become well accepted and well spread among professional and academic fields. However, the selection of the most suitable serious games to a specific educational goal seems to be not well studied in the literature. This paper tries to meet this research gap by developing a new
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Mots-clés : Games, Training, Business, Biological system modeling, Educational institutions, Entertainment industry
The development of multiple web applications with features of video games gave way to a new trend called Gamification. However, there isn't a clear explanation that allows the connection of the elements of the game applications with non-game features, mainly in traditional highly regulated financial sector. The aim of this study is to investigate the acceptance of a business application Gamified in e-banking. Based on the Technology Acceptance Model (TAM), the results from an online survey of 18
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Mots-clés : Gamification, Game