Games, MMOG-s (Massively Multiplayer On-Line Games), on-line social sites etc have become a major cultural and economic force. The main distinguishing features and attraction of these applications is their interactivity and emergent quality – participants constantly change the state of affairs with their actions. Gameplay, the resulting dynamic flow of events, is fascinating: this is like execution of an algorithm, where elementary actions are defined by game rules, but the logic, the flow
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Mots-clés : Games, MMOG-s (Massively Multiplayer On-Line Games), On-line social , Structure, Gameplay
Abstract:A number of existing innovation paradigms and design approaches such as Open Innovation (Chesbrough, 2003), User Experience (Hassenzahl & Tractinsky, 2006) and User Centred Design (Von Hippel, 2005), as well as User Centred Open Innovation Ecosystem (Pallot, 2009a), are promoting distributed collaboration among organisations and user communities. However, project stakeholders are mainly trained for improving their individual skills through learning experience (i.e. practical exercis
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Mots-clés : Experiential Service Platform, Serious Game, Learning Experience, User Experience, Living Lab, User Co-Creation, Collaborative Distance
Le serious game est un objet particulièrement difficile à cerner notamment parce que les frontières sont minces entre le serious game et d'autres supports vidéo. Je m'intéresse aujourd'hui au serious game, mais rien ne dit que son vocable et ses composantes ne vont pas évoluer, et j'espère grandement grâce à ce mémoire et à de futures recherches pouvoir y 9 participer. La recherche exploratoire que j'ai réalis&eac
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Serious games have become a key segment in the games market as well as in academic research. Although the number of games that identify themselves as belonging to this category as well as the research done on their effects has been rapidly growing, there has thus far been no attempt to define all of the various opportunities that digital games provide for learning. To address this issue we look at existing definitions of serious games and their potential for learning. We identify the shortcoming
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Mots-clés : Serious Game, Learning
UN SERIOUS-GAME QU’EST-CE QUE C’EST ?Casque sur la tête, regard fixé sur son écran, votre voisin de bureau semble concentré, absorbé par son travail. Vous tendez le cou et que remarquez-vous ? Il joue ! Un comble : Votre collègue ne sera pas renvoyé pour avoir joué pendant son temps de travail. Il sera même félicité s’il obtient un bon score !C’est le monde à l’enve
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Mots-clés : Serious Game, Définition, Jeux vidéo, Formation, Entreprise
La journée du 25 mai a rendu compte des réalisations et des réflexions menées, sur l’année 2009-2010, dans le cadre des ateliers TIC encadrés par le Pôle d’Appui. Les activités du Pôle d’Appui s’inscrivent dans la démarche globale d’accompagnement régional des CFA, voulue par le Conseil régional du Centre. Cette démarche se traduit par la mise en œuvre de divers espaces de
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Mots-clés : Jeux sérieux, TIC, Serious Game
La pratique du jeu est largement répandue en formation d’adultes, bien plus en tout cas que dans le cadre scolaire et universitaire. En témoigne notamment l’abondante littérature incitant les formateurs à sauter le pas et à devenir meneurs de jeu.Nous avons la chance de collaborer depuis plusieurs années avec un centre de formation spécialisé dans les métiers de la solidarité internationale, l’Institut Biofor
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Mots-clés : Serious Game, Simulation, Education, Formation
In this paper, we establish a link between video games and data collections. In particular, we examine video games as potential interfaces for collection exploration, i.e. as a platform for a more insightful and exploratory interaction with a repository. Furthermore, we question if a more structural relationship between the game and the collection is possible: Can we produce video games based on the structure of a repository? We explore these ideas on theoretical grounds and by means of a protot
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Mots-clés : Video games, Data collections, Data exploration, Human Factors, Theory, Experimentation
ABSTRACT: Video games have become a prime choice of entertainment not only for young people but also in adults or women. Development Studies advertisers and organizations that mediate between them have discovered the potential of videogames as a medium for marketing communication. Thus, the advergame and the in-game advertising have become a powerful and dynamic medium for communicating ideas, products, services or items in an original manner, which also offers video game development studios an
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Mots-clés : Publicité, Advergame, In-game advertising, Placement de produits, Jeux vidéo
Video games are ubiquitous in modern day life. Unfortunately, several children are overweight or even obese because they spend a lot of time watching television or playing non-physical video games, instead of perfoming physical activities. Furthermore, this lack of exercise affects their development. The fact that children are becoming overweight or obese is a health concern for many countries that are economical developed (like England) or are in development (like Mexico). In this paper we pres
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Mots-clés : Costs, Medical treatment, Pediatrics, Minimally invasive surgery, TV, Games, Airplanes, Virtual reality