The ability to engage children in science, technology, engineering, and math (STEM) fields early in their scholastic years is critical to ensure the success of the next generation of scientists and engineers. Given that 97% of American teens play video games, there is a tremendous opportunity to engage students in STEM concepts within the framework of a multi-player game. Research has shown that eliciting emotional and affective responses in players can actively increase engagement, learning, an
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Keywords : Maths, Game
Video games allow complex systems modelling, revealing retroaction loops, replicating self-organization and the emergence of hierarchical organization, functional differentiation and social segregation through multi-level interactions. Recent trends focus on improving modelling tools’ graphic quality and interface attractiveness and on using video games to facilitate urban studies teaching and research. This apparent convergence between simulation and video games is addressed through a sel
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Keywords : Video games, Modelling, Simulation, Models, Representation, Self-organisation, Emergence, Urban studies
In this paper, we describe the method we used to design the therapeutic game called Le Village aux Oiseaux, a first person shooter aiming to stimulate the attention network of seniors suffering from the Alzheimer's disease. One of the main issues we had to deal with was how to adapt games designed for adolescents and young adults, to seniors. A lack of studies and game design guidelines, as well as a lack of data on what seniors enjoy while playing made this design more complicated and, thus, in
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Keywords : Therapeutic game, Games design, Usability, Evaluation, Methods, Serious Game, Elderly
ABSRACT While play marks both the cultural and pre-cultural spheres of human existence, the environmental design disciplines have almost exclusively compartmentalized the notions of play and fun into categories of leisure and children’s playgrounds. The rhetorics of environmental design, to date, have ignored, or at best marginalized, the possibility of play outside of recreational and commercial contexts. Still, we have abundant examples of playful architecture and fun places that st
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Keywords : Design, Architecture, Fun architecture, Game
Abstract:A critical incident at any institution may include bomb threats, assault, bio-hazardous spills, civil disobedience, electrical outage, fire or explosion, gas leak, natural disasters, infectious diseases, and terrorist threats. Although many employees know of this type of situation, most are not properly trained with respect to how to react when a critical incident occurs, nor do they understand lockdown procedures. Serious games refer to video games that are used for training, advertisi
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In this paper, we present a new model to analyse therapeutic games. The goal of the model is to describe and analyse the relations between the three aspects of a therapeutic game: the player, the game, and the therapy. The model is intended to game designers. It is a tool to improve the communication between health experts and game designers, and to evaluate the game design coherency of therapeutic games. It also helps to analyse existing games to discover relevant features. The model is built w
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Keywords : Video games, Evaluation, Analysis, Model, Game design, Serious games, Therapeutic
Abstract Professional training for risky professions involves simulation training. This kind of facilities has appeared very important to give to the workers the initial knowledge, to improve the skills of experienced workers, and to make them face rare situations for which they must be potentially ready to deal with. The past years, a broad range of simulation systems including virtuality have become available on the market, and the professions concerned are wider every year. The possibili
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Keywords : Serious Game, Simulation, Training
This article studies the interface between, on the one hand, the identity of a student who is currently doing research on video games and, on the other hand, the identity of a woman gamer. This analysis will be carried out through a specific case: the elaboration of an experimental methodology to study issues of gender, of representation, and of roles within video games through a classification of female protagonists. This process needs to take into account both the demands of academic writing a
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This chapters tackles the historical origins of Serious Games: "The purpose of this chapter is to discuss the historical origins of Serious Games to try to understand where the current wave of "Serious Games" comes from. We first review the origins of the "Serious Games" oxymoron. We will then analyse digital games designed for serious purposes before the 2000's. Such games can be traced back to the beginning of the history of video games. We will use all these elem
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Keywords : serious games, history
This book presents a personal selection by the author of 1001 noteworthy videogames, coming from every period of the videogames history. Each games is introduced by a small text alongside one or several screenshots.This book is a french translation of an English-written book first published in 2010 and titled "1001 video games you must play before you die." This original English version was updated and republished in 2013 under the same title.
Keywords : encyclopedia, history