RésuméCette thèse propose des modèles, méthodes et outils destinés aux game designers de jeux thérapeutiques. Le problème de conception le plus fondamental des jeux thérapeutiques est le gameplay, c'est-à-dire des objectifs de jeu et des actions que le joueur doit effectuer pour atteindre ces objectifs. Dans un jeu thérapeutique, le gameplay doit à la fois produire l'effet thérapeutique et motiver le patie
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Mots-clés : Serious Game, Gameplay, Health game, Santé, jeux thérapeutiques
Résumé. Depuis plus de 40 ans, il est de notoriété publique qu'il est nécessaire de modifier les comportements de consommation énergétique dans les sociétés industrielles. Globalement, la prise de conscience par le grand public de la gravité des questions d'écologie est maintenant acquise. Et pourtant, le passage à l’acte est encore difficile et les gisements d'économies restent considérables.
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Serious Games are becoming increasingly popular. In all domains they are used to transfer content to players by mixing learning with pleasure in order to make teaching more easy and fun. However many of them are designed in an ad-hoc way without structure. Several research efforts have been conducted to tackle this deficiency and to improve the design of these games. Despite the vast literature, the domain is still in its infancy and scattered. Serious games offer great opportunities for le
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Mots-clés : Serious games, Educational Business Game, Educational Game Design Framework, Educational Game Design Checklist, Game evaluation
Cet article propose de montrer l’importance des designers de jeux vidéo en tant qu’agents d’évolution des jeux. Il s’appuie sur une étude dont le but principal est de mieux définir les jeux dits « casual » en utilisant le savoir professionnel des designers de jeux vidéo. En documentant ce sujet, il est apparu que les pratiques des designers de jeux sont en pleine évolution. Étant donné le peu d&
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Mots-clés : design de jeux vidéo, pratique du design, rôle du designer, Savoir professionnel, Joueur instrumental, jeu casual
Abstract: Games are increasingly being used in educational contexts. The view of some game educationists is that games are able to effectively fulfil the requirements of a constructivist learning pedagogy. It is suggested, for example, that games are useful at representing complexity and often possess mechanisms that make learning more effective through mimicking behaviours required for study. This includes such elements as a call to focus, increasing levels of difficulty of skill, repetit
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Mots-clés : Game-based learning, Neuroscience, How to learn, Primary school
Virtual Reality technology is increasingly used for game based learning application, i.e. Digital Serious Games. Simulating reality serious games improve technical skills in different fields and it is often used in medical area. In this research is described “A Day In The HOspital” (ADITHO), a serious game aiming at increase the process of decision making in young physicians through a training that reproduce a realistic clinical situation. In ADITHO the player, from a first person pe
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Mots-clés : Digital Serious Game, Medical Ethics, Medical Training, Virtual Reality, Problem Based Learning, Decision Making, Physician-Patient Relationship
The One Fork Restaurant DX se déroule dans un restaurant dans lequel de nombreux clients viennent manger, mais qui n'a qu'une seule fourchette ! Les clients doivent donc se la partager, mais il ne sont pas particulièrement patients… Déplacez la fourchette d'un client à un autre en leur cliquant dessus (ou sur leurs tables). La patience de chaque client (représentée par la jauge du dessous) diminue lentement lorsqu'ils attendent
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Mots-clés : the one fork restaurant dx, jeu, flash, android, casual, ludum dare
Frédéric Markus, nouveau dirigeant du studio Féérik Games (OhMyDollz, Eredan...), a un CV des plus prestigieux. En vingt ans de carrière, il a bossé chez Ubisoft, RockStar, Disney, LucasArts, Epic Games... et a également fait partie de la "dream team" des développeurs choisis par Nintendo pour le lancement de la Nintendo 64. Dans la vidéo ci-dessous, il nous explique la "méthode Nintendo" en matière
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Mots-clés : conférence, game design, nintendo, gameplay, prototype, frederic markus
ABSTRACT Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. However, comparatively little research has been do
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Mots-clés : Digital game-based learning, Serious Game
Executive SummaryIn the case of bad hires companies are facing high costs. This is especially true for big and well-known companies, as they are receiving lots of applications every year for diverse positions. Hence, these companies have to establish a process in which they can select suitable applicants in an efficient way. In order to achieve this, employees of the HR-department can use different tools and methods. A relatively new method is the use of gamified self-assessment simulations.In t
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