Ce livre s'intéresse à l'histoire du jeu vidéo au Royaume-Uni, ou, pour être plus précis, aux titres majeurs de l'histoire vidéoludique qui sont d'origine britannique : Tomb Raider, Grand Theft, Auto, Elite, MUD, Populous, Lemmings, Carmageddon, Runescape, EarthWormJim... Ce livre aborde également avec moult détails l'histoire de certains ordinateurs anglais, tel que la famille des ZX de Sinclair, les ordinateurs Amstrad, ou encore le BBC Mi
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Mots-clés : histoire, jeu vidéo, royaume-uni, grand theft auto, tomb raider, elite, populous, mud
Abstract:This paper presents the design and implementation of a mini map navigation system into an RPG Action Adventure game created using Unity3D game engine with the goal of improving the usability and user experience. The main aim of this work is to find out how a mini map navigation system can be beneficial to the end user and improve the over game play of a video game. The mini map can help reducing the user frustration, as well as aiding story progression so that it keeps the user immersed
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Mots-clés : Jeux, Navigation, Prototypes, Utilisabilité, Animation, Caméras, Computers, Ordinateurs
L'autobiographie de Ralph Baer, l'inventeur des consoles de jeux vidéo de salon. Sortie en 1972, la Magnavox Odyssey est un des points de départ important de l'histoire du jeu vidéo. D'une part, il s'agit de la première console vidéo uniquement dédiée au jeu. Mais surtout, un des ses titres, Ping-Pong, a servi d'inspiration directe à Atari pour son célèbre Pong. A travers un ouvrage richement illustré, Ralph Baer no
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Mots-clés : ralph baer, magnavox odyssey, premier jeu video, simon, proces, biographie
De son titre complet, "Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Dropouts, Queers, Housewives, and People Like You Are Taking Back an Art Form", cet ouvrage ne ressemble en rien à la plupart des autres publications traitant de jeu vidéo, comme en atteste d'ailleurs sa couverture torturée : Original, cet ouvrage l'est également dans son propos : il s'agit d'un appel lancé à tous les créateur
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Mots-clés : game design, amateur, auteur, outils
A small contribution to a book related to the design of videogames interfaces.
Mots-clés : game design, interface
Ce livre est un appel lancé à tous les créateurs amateurs de la planète pour qu'ils s'approprient le jeu vidéo et l'utilisent pour s'exprimer. Partant du constat que la plupart des titres commerciaux actuels sont le fruit d'un processus de création industriel, où la vision de l' auteur doit s'effacer devant les études de marché, Anna Anthropy déplore ouvertement l'enfermement thématique des jeux actuels. Mais pour
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Mots-clés : indépendants, amateur
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 s
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Mots-clés : Design, Architecture, Fun architecture, Game
This chapter describes application areas for serious games in the context of such CNOs. A classification scheme for serious games has been developed based on two different approaches: one based on a process framework, the other one based on a game genome approach. Both are applied on a number of known serious games with the objective to identify uncovered areas and gaps. These gaps represent new opportunities for the application of serious games which has not yet been realized. References (
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Mots-clés : Serious Game, Classification, Approche du jeu par génome, Cycle de vie de l'organisation, Industrie, Education
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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Mots-clés : Serious games, Scenario design, Authoring environment, e-learning, Pedagogical objective
The "Serious Games" field raises a specific need. People without professional game design skills, such as teachers, corporate trainers, therapists and advertising professionals, request tools that could allow them to create or modify such games. This article will analyze "Gaming 2.0" examples in order to identify tools that could help fulfill this need. Indeed, "Gaming 2.0" is a way for players to create videogame content without skills from the entertainment videog
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Mots-clés : gaming 2.0, serious games, game design, level design, player-generated content