A travers un pavé de plus de 500 pages, le game designer Scott Rogers partage son expérience professionnelle de la création vidéoludique. Ce vétéran de l'industrie a notamment travaillé sur des jeux comme God of War, Darksiders et la série des Maximo. L'ouvrage traite des différentes étapes et points clés du processus de Game Design : les idées, le scénario, la rédaction du Game Design Document, les
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Mots-clés : game design, exemple, game design document, maximo, illustration
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
Avec "The Ultimate History of Videogames" et "La Saga des Jeux vidéo", voici sans conteste le troisième ouvrage indispensable pour avoir une vision globale de l'histoire du jeu vidéo. L'auteur y repart des premiers jeux jusqu'à nos jours, et raconte les histoires de jeux ou machines importantes à l'aide d'interviews de leur créateur. La valeur ajouté de cet ouvrage par rapport à ses deux prédécesseurs est l
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Mots-clés : histoire, europe, royaume-uni, france
In this paper, we establish a link between video games and data collections. In particular, we examine video games as potential interfaces for collection exploration, i.e. as a platform for a more insightful and exploratory interaction with a repository. Furthermore, we question if a more structural relationship between the game and the collection is possible: Can we produce video games based on the structure of a repository? We explore these ideas on theoretical grounds and by means of a protot
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Mots-clés : Video games, Data collections, Data exploration, Human Factors, Theory, Experimentation
ABSTRACT: Video games have become a prime choice of entertainment not only for young people but also in adults or women. Development Studies advertisers and organizations that mediate between them have discovered the potential of videogames as a medium for marketing communication. Thus, the advergame and the in-game advertising have become a powerful and dynamic medium for communicating ideas, products, services or items in an original manner, which also offers video game development studios an
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Mots-clés : Publicité, Advergame, In-game advertising, Placement de produits, Jeux vidéo
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
1 Introduction As one of the fastest growing segments of the global entertainment market (Szalai, 2007), video games have come to represent a wide spectrum of values in terms of expectations and design decisions of the groups involved in their development and publication. Despite a rapidly expanding market, changing demographics and growing global economic importance, regional differences in game designs have yet to be fully explored. The underlying premise of this research is that game com
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Mots-clés : Video games, Genre, Game components