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
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
Without a doubt, this book is the most interesting story about the birth of Mario available! Written in the spirit of a PhD thesis (analysis of references in order to build and prove an hypothesis) while remaining easy to read, this book finally answers to a fundamental question: why Mario? In other words, this book will tell you how and why this character became the icon of Nintendo instead of a then more popular character: Donkey Kong. A book that any Mario fan should read as they will discove
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Keywords : history, mario, donkey kong
Abstract: The market success of Video games shows us that they have become a significant alternative for leisure and entertainment. While observing the trends one can realize that game designers tend to transpose or adapt leisure activities such as dance, playing music or sports to the context of video games which has become even more obvious with the appearance of input devices incorporating physical movement as a mode of interaction. Inspired by these different forms of leisure, vide
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Keywords : Design, videogames, interfaces, experiences, fun, interaction
Serious games (SGs), the confluence of e-learning and videogames, have been developing very fast these past years. Indeed, SGs combine aspects of tutoring, teaching, training, communication and information, with entertainment elements derived from videogames, in order to capture people's attention for purposes that go beyond pure entertainment. However, the creation of a SG for educational purposes and professional training is a very time-consuming and expensive process. The challenge is to comb
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Keywords : Serious games, Scenario design, Authoring environment, e-learning, Pedagogical objective
Disclaimer: The CROSSROAD project is co-funded by the European Commission under the 7th Framework Programme. This document reflects only authors’ views. EC is not liable for any use that may be done of the information contained therein. Executive summary This document is the final version of the Research Roadmap on Governance and Policy Modelling, which lists and describes research themes to be supported by future public funding through Science & Technological Roadmappin
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Keywords : Roadmap, Grand Challenges, Research Challenges, Model-based Collaborative Governance, Data powered collective intelligence and action, Government Service Utility
An exploratory approach of the links between "Fun Food" and Serious Games related to food.
Keywords : serious game, fun food
You'll be able to enjoy student party through the eyes of four differents friends. It's up to you to choose who will enjoy the party, and more specifically who will manage to have fun safely!
Keywords : interactive fiction, alcohol prevention, photo
A comical book. It's a parody of the videogame strategy guides, dedicated to the greatest "game" of them all: the real life. This book will give you advices to achieve many difficult goals such as "walking" (level: "baby"), "asking a girl out" (level: "teenager") or "finding a job" (level: young grown-up). While it's not the most revolutionary book out there, it's a nice book, with some either funny or deep chapters, and a few excellent
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Keywords : humor, strategy guide, real life
An excellent book about the design of games written by Jesse Schell, a game designer who worked on Disneyland attractions and on the kids MMO Toontown Online, among others. With over 500 book pages, the author details the different aspects of the professional game design process, and explain how a game designer can influence them: game design documents, mechanics, interface, characters, the "client" funding the game, player's emotions, the game designer's artistic motivation... Besides
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Keywords : game design, examples, in-depth, jesse schell, disney