Abstract: The impact games are known to have on commitment is pushing more and more companies to use training programmes that incorporate games, including Learning Role-Play Games. This article presents the methodology (ScenLRPG) and formalism we have defined to support instructional designers in the design of such programmes. The ScenLRPG methodology is based on two main principles: the first one is to make designers integrate the use of game principles into their reflection; the second one is
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Mots-clés : Role-play game, Design support, Learning-scenario design, Formalism, Commitment
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
The purpose of this chapter is to introduce an overall classification system for Serious Games. ?The intention of this classification is to guide people through the vast field of Serious Games by providing them with a general overview. For example, it may appeal to teachers who wish to find games with strong educational potential though they may be outside the “edugames” field. This chapter will start by discussing the definition of Serious Games, and define them as having a combinat
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Mots-clés : serious game, definition, classification
AbstractTo strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers’ confidence in the validity of the game-based learning programs developed by providing a methodology and tools to support their choices. The first stage of this work is the creation of a grid to des
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Mots-clés : Computer-supported design, Description grid, Game-based learning, Learning scenarios, Professional training, Role-play
This chapter describes application areas for serious games in the context of such CNOs. A classification scheme for serious games has been developed based on two different approaches: one based on a process framework, the other one based on a game genome approach. Both are applied on a number of known serious games with the objective to identify uncovered areas and gaps. These gaps represent new opportunities for the application of serious games which has not yet been realized. References (
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Mots-clés : Serious Game, Classification, Approche du jeu par génome, Cycle de vie de l'organisation, Industrie, Education
Disclaimer: The CROSSROAD project is co-funded by the European Commission under the 7th Framework Programme. This document reflects only authors’ views. EC is not liable for any use that may be done of the information contained therein. Executive summary This document is the final version of the Research Roadmap on Governance and Policy Modelling, which lists and describes research themes to be supported by future public funding through Science & Technological Roadmapp
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Mots-clés : Roadmap, Grand Challenges, Research Challenges, Model-based Collaborative Governance, Data powered collective intelligence and action, Government Service Utility
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
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
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
Cette communication propose une méthodologie destinée à évaluer la cohérence d'un serious game. Face à l'extrême diversité des serious games, cette méthodologie s'inscrit dans le postulat définissant de tels objets comme des applications informatiques associant un contenu sérieux à une structure vidéoludique. L'approche présentée dans cet article s'appuie sur la déconstruction formelle
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Mots-clés : serious game, analyse, cohérence, briques gameplay, Evaluation