Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultura
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The Europe 2020 strategy acknowledges that a fundamental transformation of education and training is needed to address the new skills and competences that will be required if Europe is to remain competitive, overcome the current economic crisis and grasp new opportunities. Innovating in education and training is a key priority in several flagship initiatives of the Europe 2020 strategy, in particular the Agenda for New Skills and Jobs, Youth on the Move, the Digital Agenda, and the Innovation Un
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Mots-clés : Learning, Serious Game, Game
Nowadays Serious Games (SGs) are becoming more and more popular and establish themself as an important research field of e-learning. Since the first multimedia SGs developed for US Army in 2002 (www.americasarmy.com), videogames have been increasingly... References (1): Djaouti D., Alvarez J., Jessel J., Rampnoux O. (2011). “Origins of serious games,” in Serious Games and Edutainment Applications, eds Ma M., Oikonomou A., Jain L. C., editors. (New Y
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Mots-clés : Serious Game
Introduction The value of video games for learning is a controversial issue that has fueled numerous investigations since the first electronic games captivated generations of young people and children in the 80s (and Méndiz De Aguilera, 2004). While, initially, there were suspicions to believe that video games could be useful in education and training field currently, it is a widely shared by both researchers concept, for educators (Del Moral, 2010; Gros, 2009, Gros, 2000 Etxeberr&i
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Mots-clés : Jeux vidéo, Valeur ajoutée, Apprentissages
Human wellbeing, in a large component, relies on the harmony between the body and the mind. Unfortunately, we often miss or ignore important signals from our bodies, and sometimes this can negatively impact our health. Therefore, the use of intelligent systems that grasp such signals and convey them in an intuitive manner to our minds can result in great health benefits. In this Thesis, we introduce a family of multimedia technologies and techniques aimed at realizing such systems. We call them:
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ABSTRACT Use of Design Thinking methodology is becoming common in business, services and products creation, particularlyin interactive media generation. This methodology consists in dividing development process into a number of regular steps: problem definition, target audience, brainstorming, prototyping, solution selection and implementation. The aim of this paper is to present the use of Design Thinking properly adapted to the creation of serious games, indicating advantages and disadva
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Mots-clés : Design thinking, Games, Business administration, Serious games
a b s t r a c t Immersive technologies such as virtual environments and augmented reality have a clear potential to support the experiencing of cultural heritage by the large public, complementing the current tools and practices based on tangible goods such as museums, exhibitions, books and visual content. Serious games – videogames designed for educational objectives – appear as a new tool to learn cultural content in an engaging way. In this paper, we will provide an extensiv
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Mots-clés : Héritage culturel (Cultural heritage), Serious Game
Depuis le début des années 2000, les serious games deviennent de plus en plus populaires dans les grandes entreprises françaises, en particulier auprès des managers des ressources humaines qui les utilisent pour recruter, intégrer, former, accompagner, valoriser, communiquer et sensibiliser. Pourtant, peu de travaux de recherche leurs sont consacrés dans la littérature académique en sciences de gestion. L’objectif de cet art
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Mots-clés : Serious games, Human resources, Mapping, Uses, Large companies
Résumé Depuis les années 1990, on a souvent critiqué et questionné notamment à l‘époque du edutainment et du CBT (Computer-based training), l‘intégration des jeux sur ordinateur dans les situations d‘apprentissage sans apporter d‘études concluantes sur le sujet (EgenfeldtNielsen, 2005; p.265). L‘émergence des environnements d‘apprentissage constructivistes, des approches pédagog
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Mots-clés : Jeu sérieux, Serious Game, Education, Apprentissage par le design, Co-conception, Processus de design pédagogique, Modèle de design pédagogique, Système
Cours universitaire dédié à l'enseignement de théories en lien avec le Serious Game.
Mots-clés : Enseignements, Serious Game, Ingénierie