Spinoff created from Game Classification, this website aims to gather and classify as many Serious Games as possible. Therefore, it relies on a classification model designed for Serious Games, the G/P/S model (Gameplay / Purpose / Scope). http://serious.gameclassification.com/ Publications related to this project Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Olivier Rampnoux "Origins of Serious Games" Minhua Ma, Andrea Oikonomou, Lakhmi C. Jain (eds.), « Serio
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Keywords : serious game, classification
Summary: This thesis is situated on the border of the Computer Science and the Social Sciences. It concerns the conception of Serious Games and their use within the context of targeted learning. By a Serious Game we mean a computer application, whose initial intention is to combine coherently the serious aspects (Serious) in a neither exhaustive nor exclusive manner, with instruction, learning, communication or further on information, assorted with the playing aspect of Video Games (Game).
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Keywords : serious game, gameplay, teaching
This paper is part of an experimental approach aimed to study the nature of videogames. We will focus on videogames rules in order to try to understand the anatomy of a videogame. Being inspired by the methodology that Propp used for his classification of Russian fairy tales, we have cleared out recurrent diagrams within rules of videogames. We then analysed these rules diagrams by using the definition of a game drawn by Salen & Zimmerman, which led us to propose a definition for the nature
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Keywords : gameplay, rules, Videogames, Typology, Classification
This book is a detailed study of the expressive potential of video games. The author analyses many examples of games broadcasting messages, related to politics, advertising and education. This study allows Ian Bogost, a media researcher and game designer, to introduce the concept of "procedural rhetoric", i.e. the use of games rules to broadcast messages. This book is very brilliant: full of relevant examples, it features an analysis that will undoubtedly inspires any creator or resear
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Keywords : serious game, procedural rhetoric, analysis, research, example
First this communication reports an active learning experience about students who had to create Serious Games dedicated to teenagers. In the second time, this communication takes supports on the experience to highlight similarities between the PBL and Serious Games approaches.
Keywords : Serious Game, Teaching, Active learning, PBL, Video game
This book is a reprint of one of the most iconic texts on the use of video games for education. First published in 2000, it aims to demonstrate stakeholders, teachers and other education professionals how video games can enhance learning. The book thus presents a lot of interesting examples coming from school education, adult education and defense. While the book tone is more evangelist than scientific, especially when read today, it remains a very rich and thought-provoking introduction to the
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Keywords : game based learning, digital games, learning, examples
Que l’éducation nationale, les Nations Unies et Greenpeace par exemple utilisent des jeux vidéos pour faire passer un message et communiquer, cela révèle que cette forme de loisir numérique constitue une alternative crédible aux formes classiques de la communication. De plus si le message intègre une dimension éducative, au sens le plus global du terme, nous pensons que nous sommes face à un n
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Keywords : Serious Game, Advertainment, Edugame, Education, Innovation, Marketing, Réception
The objective of this paper is to restore the process of development and installation of a project called "Technocity" which aims to develop technology courses of French State Education among the young people from 15 to 18 years old. We develop a gameplay to build a new school guidance tools. We choose to create a dynamic approach with video game and shortly report on different technical job. After, we explore the impact and the reception of this tool in different classrooms by childre
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Keywords : Advertaising tools, Advertainment, Education, Innovation, Marketing, Reception, School guidance, Serious Game
The objective of this paper is to restore the process of development and installation of a project called "Technocity" which aims to develop technology courses of French State Education among the young people from 15 to 18 years old, with a very special care for the girls. We develop a gameplay to build a new school guidance tools. We choose to create a dynamic approach with video game and shortly report on different technical job. After, we explore the impact and the reception of this
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Keywords : School guidance, Advertaising tools, Advertainment, Education, Edumarket game, Innovation, Marketing, Reception
The objective of this paper is to restore the process of development and installation of a project called "Technocity" which aims to develop technology courses of French State Education among the young people from 15 to 18 years old, with a very special care for the girls. We develop a gameplay to build a new school guidance tools. We choose to create a dynamic approach with video game and shortly report on different technical job. After, we explore the impact and the reception of this
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Keywords : serious game, Advertising tools, Advertainment, Education, Edumarket game, Innovation, Marketing, Reception