Background: Several studies have highlighted the implications of impulsivity and novelty seeking for both the maintenance and the process of recovery from bulimia nervosa (BN). Cognitive behavioral therapy (CBT) is the treatment of choice for BN, but for some cases, this treatment alone might not be sufficient for reducing the high levels of impulsivity. The paper presents a case report of a patient with BN, examining the effectiveness of using a videogame (VG; Playmancer) as an additional
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Mots-clés : eating disorders, bulimia nervosa, impulsivity, serious game, A-B-A-C-A design
GameDev Days 2015 Program: http://gamedev.ee/REGISTRATION AND COFFEE09:00 - 10:0009:15 - 10:00VLADIMIR FUNTIKOV (CREATIVE MOBILE)Opening speech10:00 - 10:30 KATRIN SAKS (BALTIC FILM AND MEDIA SCHOOL)Opening speech10:00 - 10:1510:15 LISSA HOLLOWAY-ATTAWAY (HÖGSKOLAN I SKÖVDE INSTITUTIONEN FÖR INFORMATIONSTEKNOLOGI)The Gamification of Vision in the Museum: designing affective learning for cultural heritage10:15 - 11:0010:30ANDRÉ BERNHARDT (INDIE ADVISOR)State o
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Mots-clés : Serious Game, Serious Gaming, Serious Diverting, Serious Modding
Daniel Ichbiah, auteur du livre "La Saga des jeux vidéo", premier ouvrage français dédié à l'histoire du jeu vidéo (5 éditions différentes entre 1997 et 2012), est également un conférencier des plus passionnants. En mars 2014, il est venu à l'Université Montpellier III pour donner une conférence sur l'histoire du jeu vidéo, dans laquelle il livre les anecdotes les plus croustillantes de so
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Mots-clés : jeu video, histoire, conference, daniel ichbiah
Session de travail sur le serious gaming lors de la 6th Global Conference: Video Games Culture Project, du 17 au 19 Juillet 2014, Mansfield College, Oxford, Royaume-Uni. SimCity en cours de géographie, Civilisation V pour une éducation à la non-violence, Read Dead Redemption pour aborder l’Histoire du far west, … Ces pratiques relèvent du « Serious gaming » : e
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Mots-clés : Serious game, Serious gaming, Appel à communication, Education, Projets étudiants, Etudes de cas, Level design, Modding
Genre is an important feature for organizing and accessing video games. However, current descriptors of video game genres are unstandardized, undefined, and embedded with multiple information dimensions. This paper describes the development of a more complex and sophisticated scheme consisting of 12 facets and 358 foci for describing and representing video game genre information. Using facet analysis, the authors analyzed existing genre labels from scholarly, commercial, and popular sources, and
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Mots-clés : Genre, Jeu vidéo, Média Interactif, Facet analysis
Nowadays Serious Games (SGs) are becoming more and more popular and establish themself as an important research field of e-learning. Since the first multimedia SGs developed for US Army in 2002 (www.americasarmy.com), videogames have been increasingly... References (1): Djaouti D., Alvarez J., Jessel J., Rampnoux O. (2011). “Origins of serious games,” in Serious Games and Edutainment Applications, eds Ma M., Oikonomou A., Jain L. C., editors. (New Y
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Mots-clés : Serious Game
ABSTRACT Use of Design Thinking methodology is becoming common in business, services and products creation, particularlyin interactive media generation. This methodology consists in dividing development process into a number of regular steps: problem definition, target audience, brainstorming, prototyping, solution selection and implementation. The aim of this paper is to present the use of Design Thinking properly adapted to the creation of serious games, indicating advantages and disadva
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Mots-clés : Design thinking, Games, Business administration, Serious games
a b s t r a c t Immersive technologies such as virtual environments and augmented reality have a clear potential to support the experiencing of cultural heritage by the large public, complementing the current tools and practices based on tangible goods such as museums, exhibitions, books and visual content. Serious games – videogames designed for educational objectives – appear as a new tool to learn cultural content in an engaging way. In this paper, we will provide an extensiv
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Mots-clés : Héritage culturel (Cultural heritage), Serious Game
Jeux sérieux : présentationSi vous n'avez pas encore entendu parler des « Serious Games », ça ne devrait plus tarder tant le phénomène prend de l'ampleur. À la différence des jeux vidéo, ils ont une finalité autre que l'amusement. Au contraire des logiciels pédagogiques des années 1990, ils n'oublient pas d'être ludiques. Présentation de ces objets en vogue.Présenter l'expression &la
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Mots-clés : Serious Game, Définition
In this paper we proposed a gamification methodology for Korean language education. We suggested gamification elements that increased the fun factor and induced immersion by analyzing the successful gamification cases which can be classified into three types; management, Implementation, and self-expression. Then, we analyzed Korean learning theory and methods to extract four key aspects, listening, speaking, vocabulary and culture from eight Korean learning function. Finally, by using Korean Wav
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Mots-clés : Korean wave, Korean language, Korean learning, Gamification, Game, Education, Learning