From programming ‗home-brew‘ games, to modifying the content of existing commercial titles, digital gaming can be regarded as a potential gateway into more serious uses of computers; welcoming some while repelling others. The socio-demographic makeup of computer science, games development and related areas of work are of interest to feminist scholars of culture. In light of skills shortages, industry is also interested in increasing women and ethnic minorities‘ participation in
[...]
Mots-clés : Games
Digital technology users are growingly involved in what has been described as convergence culture or participatory cultures. In this context, a major role is played by user-generated content. This article focuses on the participatory practices related to Little Big Planet (LBP) 1, a PlayStation platform video game that encourages users to create and share their own gaming levels. Our theoretical framework refers both to convergence culture and to a specific perspective of game studies that focus
[...]
Mots-clés : User-generated video gaming, Participatory cultures, PlayStation Network, Little Big Planet
Innovation and creativity seem to be mere buzzwords, but the quest for innovation and creativity by game companies is very real. This Ph.D. dissertation suggests adopting a new perspective on these concepts by abandoning a managerial attitude and favoring a design approach. The design process of video games is under-studied, and this research aims to create a model of video game design activity, using the already existing literature in the field of design, and the observation of actual game desi
[...]
Mots-clés : Innovation, Industrie vidéoludique, Design, Designers
AbstractThis article analyzes Free Rice within the context of “the rise of the ludic sublime,” where video games are hailed as the solution to highly sophisticated political problems. As part of what we call practices of “philitainment,” Free Rice, we argue, functions within the political domain of what Jodi Dean has termed “communicative capitalism” and therefore both captures resistance and actually solidifies global capitalism. Ultimately, th
[...]
Mots-clés : Digital Games, Critical Theory, Governmentality, Philitainment, Development
The accelerated progress being made with interactive devices (such as screens, cameras, joysticks and tangible objects) has triggered the develop- ment of new interaction methods for applications (e.g., body language, haptic feedback, etc.). Video games and Serious Games are being played on increa- singly innovative peripherals (e.g., Kinect, Wii Balance Board). These devices have generated new, intuitive forms of Human-Computer Interaction that are completely changing o
[...]
Mots-clés : Objets tangibles, Ecrans, Dispositifs, Jeux vidéo, Serious game, Charactérisation
ABSTRACT This thesis addresses the problems of the development of serious games, focusing particularly on bridging the gap between of two separate communities: developers and domain experts, that is, educators. Nowadays, students are used to “consume” a large number of games for different purposes (mainly for leisure), and they are expecting a certain quality level in the games (e.g. media assets, story, effects, etc.) and affecting the attitude of playing the game if it does no
[...]
Mots-clés : Educational video games, Serious games, Game design, Human-Computer interaction, Game engine
Abstract Learning about software modeling languages from documentation can be a difficult and confusing process, and many of the currently existing modeling language tutorials are only marginally better. At the same time, players of video games spend hours upon hours learning to play games that require mastering complex strategies and concepts, without losing motivation or interest. This success for motivating learning effort seen in many games, is in turn supporting an emerging trend of ed
[...]
Mots-clés : Learning, Modeling, Games
Cet ouvrage de 300 pages, tout en couleur, s'intéresse à un aspect précis des jeux vidéo : leur musique. Sept chapitres thématiques revisitent l'impact de l'évolution technologique sur la musique de jeu vidéo, le rapport et les différences entre musique de jeu et musique de film, les différents modes d'utilisation d'une bande sonore au sein des jeux vidéo, la vague des jeux musicaux, ou encore l'importance grandissante d'album
[...]
Mots-clés : musique, j-rpg, concert, album reorchestre, compositeur, jeu video, histoire, analyse
Ce livre présente 100 albums de musique reprenant la bande originale de jeux vidéo plus ou moins populaires. Pour chaque album, l'auteur effectue une rapide critique sur deux pages, accompagnées de superbes visuels de la jaquette. On sent clairement la passion de l'auteur pour la musique de jeu vidéo à travers cet ouvrage. Le texte est facile à lire, et apporte quelques précisions intéressantes sur chaque album. On pourra néanmoins r
[...]
Mots-clés : musique, jeu vidéo, album
Session de travail sur le serious gaming lors de la 6th Global Conference: Video Games Culture Project, du 17 au 19 Juillet 2014, Mansfield College, Oxford, Royaume-Uni. SimCity en cours de géographie, Civilisation V pour une éducation à la non-violence, Read Dead Redemption pour aborder l’Histoire du far west, … Ces pratiques relèvent du « Serious gaming » : e
[...]
Mots-clés : Serious game, Serious gaming, Appel à communication, Education, Projets étudiants, Etudes de cas, Level design, Modding