This article aims to demonstrate the importance of video game designers as agent of progress. This work is based on a study whose main purpose is to better define casual games while using the video game designers' professional knowledge. During the course of the study, it became clear that the game design practices have been evolving over time. Due to the scarcity of existing information on the role of designers in the scientific literature, it seemed appropriate to explore this lack. The r
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Keywords : video game design, design practice, designer role, professional knowledge, instrumental player, casual game
Abstract:Serious games are an emerging technology that is growing in importance, providing benefits beyond pure entertainment in order to improve the users' realistic experience. Nowadays, there is increasing concern for people with cognitive troubles. Their cognitive capabilities could be improved so they can lead a better life. Serious games have great potential in stimulating cognitive abilities for different target audiences via multiple devices. Classifications of serious games should help
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Keywords : Serious games, Classification, Analysis, Cognitive stimulation
The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For
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Keywords : Health games, Children
IntroducciónLos juegos son tácticas estratégicas para facilitar el aprendizaje y han sido utilizados en todos los niveles en los contextos educativos. Estos son reconocidos como medios significativos para desarrollar el pensamiento estratégico, trabajo de equipo, tolerancia al riesgo, y autoconfianza, entre otros impactos positivos (Feng Liu y Chen, 2013). La inserción rápida de las tecnologías digitales y video, cubriendo todos los espacios de la
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This qualitative research is part of a learning effort to better understand how serious games are exploited in a science education context. The research team examined this issue by focusing on augmented reality as a technological innovation imbedded on a tablet. Given the current state of knowledge related to serious games and augmented reality, and given the fact that its use in the context of teaching/learning is not extended, this paper focuses on an initial exploration of how a new teaching
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Keywords : Mobile learning, Augmented reality, Serious games, Design-based research, Physics
In order to contribute to the analysis of the “disseminations of video games”, this article attempts to examine the “Serious Game” designation itself. Our study relies on a corpus of texts aiming to define what a “Serious Game” is, alongside with a corpus of video games matching its definition. We will begin with a study of the historical origins of the “Serious Game” designation, in order to identify what it refers to, and why it is used tod
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Keywords : serious game, video game, definition, history, purpose, impact
Abstract The aim of this thesis is to investigate whether it is possible for a teacher (as a non-game developer) to create educational computer games that could be considered fun‟ to play. The influences of game genre and graphical fidelity on this process are also investigated, along with the practicalities and barriers that constrain the (mainstream) use of computer games within the education system.A literature review was conducted into the motivations for using educational games,
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Keywords : Video games, Educational games
This book deals with the war opposing Sega to Nintendo during the 90's, in the USA, for the control of the home console market. Over 550 pages, it follows the story of Tom Kalinske, who ran Sega US branch from 1990 to 1996. The book tells the many efforts the man and his team made to push the Genesis / Megadrive onto the US market, to try to make a dent in Nintendo's near monopoly over this market. This war is made of many battles, such as an offensive marketing campaign around the game Sonic (1
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Keywords : sega, nintendo, 16 bits, usa, marketing, sony , tom kalinske, genesis
This communication addresses the issue of the appropriation of the Serious Game object by an ecosystem, particularly in the education area. The starting point begins with the observation that the video game is a basis for the development of many Serious Games. As such, this raises a set of resistors, including from parents of students and media. The video game is seen as negative, particularly by the violent images that some titles call. This can thereby impacting negatively inf
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Keywords : Appropriation, Video Game, Serious Game, Accompaniment, Complexity
Over 300 full-color pages, this book focuses on one particular aspect of video games: music. Seven thematic chapters details the impact of the technological evolution on video game music, the similarities and differences between game music and movie music, the various ways music is actually used in video games, the wave of rhythm games, and the rise of rearranged OST and concerts. Each chapter is concluded with a short biography of the main compositors cited as examples, and the last book chapte
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Keywords : music, j-rpg, concert, rearranged album, compositor, video game, history, analysis