Abstract Serious games are an innovative way for tackling design objectives in a variety of IS contexts. In this paper, we explore the use of an online serious game for idea assessment in companies, an approach that is not covered in scientific literature so far. Thereby, we contribute to understanding (i) whether serious games can add to overcoming challenges in the area of idea assessment, and, (ii) whether there are potential biases of the game towards more incremental or radical ideas w
[...]
Mots-clés : Big Five, Experiment, Idea Assessment, Personality Traits, Serious Games, Service Innovation, Team Formation
Ce séminaire organisé pour le compte de l'université de Strasbourg propose de présenter l'histoire des Health Games, de définir le jeu sérieux, d'expliquer la différence entre simulateur, Serious Play et Serious Game et enfin d'aborder l'importance des accompagnements dans les écosystèmes dédiés à la santé.
Mots-clés : Serious game, Health Game, Histoire, Rétrogaming, Serious Play, Simulateur
Ce séminaire organisé pour le compte de l'UTC Compiègne propose de présenter l'histoire du Serious Game, de définir le jeu sérieux, d'expliquer la différence entre simulateur, Serious Play et Serious Game et enfin d'aborder l'importance des accompagnements.
Mots-clés : Serious game, Histoire, Retrogaming, Accompagnement, Définition, Simulateur, Serious Play
Dispositif de communication s’appuyant sur le jeu vidéo, le serious game est de plus en plus en plus utilisé par les entreprises à des fins diverses (marketing, formation, recrutement). Cet essai montre que ces dispositifs contribuent à construire et véhiculer des valeurs et des normes sur le monde de l’entreprise. Sarah Labelle & Aude Seurrat, « Jouer pour être recruté », La Vie des idées, 3 juin 2014.
[...]
Mots-clés : Serious Game, Recrutement, Entreprise, Communication
ABSTRACT This thesis addresses the problems of the development of serious games, focusing particularly on bridging the gap between of two separate communities: developers and domain experts, that is, educators. Nowadays, students are used to “consume” a large number of games for different purposes (mainly for leisure), and they are expecting a certain quality level in the games (e.g. media assets, story, effects, etc.) and affecting the attitude of playing the game if it does no
[...]
Mots-clés : Educational video games, Serious games, Game design, Human-Computer interaction, Game engine
ABSTRACT This thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. Research within the field of serious games has mostly focused on the learners’ perspective, but little attention has been paid to what the instructors do and what challenges that entails. In this thesis, I argue that serious games, as artefacts used f
[...]
Abstract Learning about software modeling languages from documentation can be a difficult and confusing process, and many of the currently existing modeling language tutorials are only marginally better. At the same time, players of video games spend hours upon hours learning to play games that require mastering complex strategies and concepts, without losing motivation or interest. This success for motivating learning effort seen in many games, is in turn supporting an emerging trend of ed
[...]
Mots-clés : Learning, Modeling, Games
Abstract The aim of this thesis is to investigate whether it is possible for a teacher (as a non-game developer) to create educational computer games that could be considered fun‟ to play. The influences of game genre and graphical fidelity on this process are also investigated, along with the practicalities and barriers that constrain the (mainstream) use of computer games within the education system.A literature review was conducted into the motivations for using educational games,
[...]
Mots-clés : Educational games, Jeux vidéo
INTRODUCTION « Grâce aux nouvelles technologies, vous avez aujourd'hui des jeux sérieux, qui permettent aux enfants de manière ludique, comme on faisait pour la sécurité routière quand on était petits à l'école, qui apprennent ce que c'est une entreprise, l'économie, le chômage, des concepts économiques de base. Donc on va développer dans les collèges et lycées des apprentissages de
[...]
Mots-clés : Serious Game, Jeux Sérieux, Innovation, Sociologie, Nouvelles technologies
Ambient Intelligence technologies can play an important role in enriching the education and learning experience. Such technologies offer students increased access to information within an augmented teaching environment which encourages active learning and collaboration, enhancing their motivation to learn. This paper focuses of transferring painting into the Ami environment through the usage of an augmented digital surface as a painting canvas, and offering interaction through augmented physical
[...]
Mots-clés : Learning, Painting