A presentation of both practical and theoretical dimensions of Game Design. It explains the basics before you can launch in creating a (video) game.Deals with the concepts of Fun, Flow, Gameplay loop, game rule, Gameplay bricks, etc. It will also tell you to participate in Game Jams! -= Presentation slides (in french) =- (Flash file - click inside the left or right side of the window to browse through the slides) Download the game Frog Hunt (1.7mo)
Keywords : game design, theory, pratice, gameplay, fun
AbstractA Game Based Learning System (GBLS) constitutes an interesting learning environment. However, many problems are facing the general adoption of learning approaches based on this system. For instance, complexity of GBLS design process and problems of integrating learning outcomes with fun aspects constitute the major challenges. Therefore, novice game designer have not only to acquire specific skills and expertise but also to acquire them in an efficient and active pedagogical manner. For
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Keywords : GBLS, Gameplay, Automatic knowledge extraction, Ontology learning
Summary Digital Serious Games (SGs) are gaining increasing importance as educational and training tools. However, there is still a long way to make them widely deployed. On the one hand, balancing fun and educational elements in a SG is not trivial and requires understanding how these games can be designed to support effective and efficient learning. On the other hand, actual development can be costly and time-consuming, involving large teams of people from different backgrounds, who often
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Keywords : Serious game, Learning
AbstractContextThe growing field of new technologies offers new ways to tackle psychiatric disorders (e.g. virtual reality therapy, neurofeedback, etc.). Serious games (SG) are computer applications combining serious aspects with the fun side of video games. This kind of new media could find applications to treat psychiatric disorders.ObjectiveThis paper summarizes available data in the literature about therapeutic interventions using SG in psychiatry.MethodA Medline search was conducted in May
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Keywords : Psychiatry, Video game, Psychotherapy, Serious game, Psychiatric disorder
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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Keywords : Games, Diseases, Systems architecture, Monitoring, Medical treatment, Stakeholders, Systems architecture
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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Keywords : Serious games, Learning effect, Enjoyment, Mandatory play
The online game's commercial success and the influence on user behavior, led us to consider developing applications with games features in order to investigate which variables and features that could influence in e-banking adopting. The topic of games and business, lead us to a main research question, "What is the impact of computer applications with game features in e-banking?", and two other questions, "Which elements, characteristics or variables of games on e-bank
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Keywords : e-Commerce , Gamification, Online games, Software development, Information technology, Web design, Technology acceptance, e-Banking
AbstractVoluntariness is an important feature of games. Serious game designers intend to generate engaging gameplay, which implies that voluntary play should be equally important for serious games as for entertainment games. This paper describes the outcome of a study on the impact of voluntariness on learning in a serious game. The results of 19 participants, randomly assigned to voluntary and mandatory gameplay, are analyzed to identify possible differences. The findings of this study suggest
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Keywords : Serious games, Effectiveness, Learning effect, Freedom of choice
Abstract During this project a serious game was created, which included a pedagogical agent to teach middle schoolers about art concepts. The game is used to test if the option to customise the agent would have an effect on fun, knowledge gain, and how the player rated the agent. This game consists of five mini games and a character creator. The mini games each focused on teaching a specific art concept; perspective, image cropping, composition, genre, and colour blending. The player can cu
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Keywords : Serious game
In French-speaking research, the expression ‘serious gaming’ is used in English in order to refer to the practice of diverting videogames aimed at three new, functional purposes: the diffusion of message(s), training and data collection. ‘Serious games’ are thus distinguished from ‘serious gaming’: while the end result may appear similar (combining games with educational purposes), serious gaming applies new functions a posteriori. To highlig
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Keywords : Serious Gaming, Serious Game, Serious Modding, Serious Diverting