Abstract Being exposed to serious games showed that some simulations widely vary in quality and learning outcome. In order to get to the bottom of best practices a detailed review of business management simulation literature was conducted. Additionally, an industry analysis was performed, by interviewing 17 simulation companies, testing a range of full and demo games, and conducting secondary research. The findings from both research efforts were then collated and crossreferenced against e
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Mots-clés : Business Management Simulation Game, Technology Enhanced Learning, Serious Gaming, Best Practice
The overlap of different features of pervasive games based smart learning systems (PGBSLSs) including the ludic aspect, the pervasive aspect and the educational aspect adds complexity to use requirements at design time and Runtime. Many methodologies and frameworks that make use of requirements models can be found in the literature, but very few of them use ontologies to ground the models that are used in PGBSLSs development. We propose in this paper a semantic model in the requirements engineer
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Mots-clés : Pervasive games, Smart Learning, Requirements Engineering, Ontology
Ecole d’été Lyon Les 7, 8, 9 septembre 2016 Travail commun de réflexion et de synthèse autour de l’enseignement de gestes simples par la simulation en Santé ============ Atelier Serious Game============ Contexte : cette journée mêlant informations et premiers contacts avec le monde du jeu sérieux s’inscrit dans le cadre de notre école d’été ciblant l’apprent
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Mots-clés : Serious Game, Santé, Médecin, Geste médical, Simulateur, Health, Hôpital, Health game
Les articles "Des "Serious Games" à l'Hôpital" et "Soigner avec la simulation médicale" de Nathalie Picard, parus ce 6 Septembre 2016, questionnent l'utilisation des jeux à l'hôpital. L'équipe Ludoscience a été interviewé dans le cadre de ces articles. Voici les extraits disponibles en ligne : Des "Serious Games" à l'Hôpital Les yeux rivés sur l’ordi
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Mots-clés : Serious Game, Santé, Health game, Hôpital
Abstract:The research in-progress presented in this paper proposes a holistic VR-based framework for participatory design of Serious Games for motor rehabilitation. The proposed framework is devised in layers that facilitate the mapping of game mechanics to playful therapeutic exercise games. The framework proposed can be disease agnostic and applies to a wider range of service users, regardless of their condition and motor functional capacity. The pilot study design for evaluating the proposed
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Mots-clés : Games, Diseases, Monitoring, Medical treatment, Biomedical monitoring, Stakeholders, Systems architecture
Les yeux rivés sur l’ordinateur, Louise (les prénoms ont été changés) fronce les sourcils. Sur son écran s’affichent deux combinaisons de paniers de basket remplis de ballons aux multiples couleurs. Combien de ballons faut-il déplacer pour passer d’une combinaison à l’autre ? Tel est le problème que la jeune femme s’échine à résoudre en augmentant le niveau de diffic
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Mots-clés : Serious Game, Health Game, Santé, Hôpital
Vous êtes médecin. Dans votre cabinet se présentent trois patients atteints d’une forme de fibrillation atriale, un trouble fréquent du rythme cardiaque. A vous de poser le diagnostic et de déterminer la prise en charge adéquate. L’expérience est proposée par FA Adventure, un programme de simulation médicale virtuelle conçu par Medusims.L’utilisateur gère un avatar médecin q
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Mots-clés : Serious Game, Hôpital, Health game, Recherche, Santé, Médecine
Abstract Gameplay is commonly considered to be a voluntary activity. Game designers generally believe that voluntary gameplay is essentially different from mandatory gameplay. Such a belief may be a challenge for serious games, as instruction is usually mandatory. The article describes the outcomes of two experiments on the impact of voluntariness on the learning effect and enjoyment of a serious game. In the first experiment freedom of choosing to play a serious game was studied, with part
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Mots-clés : Serious games, Learning effect, Enjoyment, Mandatory play
Serious games (SG) are computer-and video games with a primary focus other than entertainment. This is, they are made to educate, teach, inform and promote ideas. The current research focused on SGs' success factors and their emergence in SGs published in Finland in 2015. The research approach was qualitative and the research method was theory-based content analysis. First, the concepts of SG, SG design methodology and learning were discussed based on existing knowledge. Success factor related k
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Mots-clés : Serious game, Success factor, Gaming experience, Content implementation, Implementation process, Analysis framework
L'utilisation des techniques du jeu vidéo dans un but d'information ou de formation Jeux sérieux SommaireDéfinitionsPourquoi jouer sérieusement ?Trouver des études sur les jeux sérieuxTrouver des jeux sérieux à la BnFA la croisée des jeux et de l'utilitaireRepérer des événements sur les jeux sérieuxTrouver des sites sur les jeux sérieuxA vous de jouer !Ca s'est passé à
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Mots-clés : Serious Game, Serious Gaming, Jeux vidéo, Jeu sérieux, Bibliothèque