ABSTRACT With more than 1.5 billion gamers around the world as of the end of 2015, with further growth projected as mobile devices achieve greater market penetration, there has been a great deal of interest in using games for purposes beyond entertainment. However, gamification and serious games often fail to engage prospective users, generate commercial interest, or meet longterm objectives, due to mismatched expectations, failures in communication, and lack of understanding of design
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Mots-clés : WellBeing Theory, Game Design, InterProfessional Collaboration, Psycholog
Background: Serious games are computer or video games that contain elements that are specifically designed for the purpose of education or training. Serious games are increasingly being used within healthcare, but their introduction into and application in psychotherapeutic settings as an e-mental health treatment modality raises questions for both patients and therapists. Current research demonstrates the potential role and effectiveness of serious games within a psychotherapeutic context.
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Mots-clés : e-mental health, patients' and therapists' viewpoint, psychotherapy, serious games
ABSTRACT Serious games augment utilitarian applications with an entertainment dimension. Hence, information pertaining to a utilitarian objective is seamlessly incorporated into the gaming scenario. In this paper, we present the concept of ubiquitous biofeedback serious games (UBSGs), a family of games that integrate biofeedback processes in their operation. They rely on physiological inputs collected from the player through biological sensors for game control. These physiological inputs a
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Mots-clés : Biofeedback, Biological control systems, Physiology, Entertainment industry, Biosensors, Serious gaming, Affective computing, Ubiquitous computing
=================Résumé de la conférence================= Datagame : Crowdsourcing Métriques & Traces Cette présentation a pour objectif de présenter le concept de Datagame, une catégorie de Serious Game associé à des échanges de données. Les Datagames nous renvoient notamment au concept de Crowdsourcing qui sera expliqué. Ces éléments expliqués, il conviendra de comprendre c
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Mots-clés : Datagame, Serious Game, Base de données, Métriques, Traces
Hier décrié comme un loisir « abrutissant », le jeu vidéo permet aujourd’hui de diffuser des messages éducatifs, informatifs, sociaux et même politique ! Sous le terme chapeau de « Serious Games », de nombreux jeux sont créés avec des intentions qui dépassent le simple divertissement : sensibiliser le public à des causes humanitaires, expliquer des situations sociales ou syst&eg
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Mots-clés : serious game, chris crawford, expression, histoire
Rencontres Business Pays Bas – Cité de la Mode et du Design (Paris)publié le 3 mars 2016 dans Evénement partenaireLe 11/03/2016A l’occasion de la visite d’Etat du Roi et de la Reine des Pays-Bas, l’Ambassade des Pays-Bas organise le 11 mars prochain une rencontre entre entreprises françaises et hollandaises à la Cité de la Mode et du Design à Paris et vous invite à y participer.Dévelop
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Mots-clés : Serious game, Business, Economie, Partenariat, Marché, Entreprises
This paper updates and builds on ‘Modelling with Stakeholders’ Voinov and Bousquet, 2010 which demonstrated the importance of, and demand for, stakeholder participation in resource and environmental modelling. This position paper returns to the concepts of that publication and reviews the progress made since 2010. A new development is the wide introduction and acceptance of social media and web applications, which dramatically changes the context and scale of stakeholder interactions
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Mots-clés : Citizen science, Social media, Serious games, Crowdsourcing, Biases, Uncertainty
Researchers and health professionals have long been curious about the potential of electronic games for purposes beyond entertainment. This topic is of particular importance given the rapid growth of the game industry, whose products are enjoyed by over 1.5 billion people worldwide (EEDAR, 2015), many of them on mobile devices. As the number of smartphone users continues to grow, with conservative estimates projecting a rise from 2 billion worldwide at the end of 2015 to 6.1 billion in 2020 (Eri
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Résumé : En prétendant mêler jeu et objectif utilitaire, les serious games tendent à remettre en question les définitions traditionnelles du jeu, activité libre, séparée et improductive. Pour le chercheur, ils peuvent constituer des objets utiles pour interroger la frontière entre ce qui relève du jeu et ce qui s’en écarte. Afin d’éclairer ces questions, nous avons soum
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Mots-clés : serious games, attitude ludique, perception ludique, objet-frontière, ethnométhodologie
Dermatology surgery training is rapidly evolving with an ever increasing focus on resident procedural training. However, surgical training varies greatly between different residency programs. The ACGME requires dermatology training to ensure competency in the surgical treatment of skin disease. It is crucial that residents are provided with ample opportunities to hone their skills and with evaluative methods that are valid, reliable, and objective in order to identify potential resident weakness
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Mots-clés : Dermatology, Training, Simulation, Game