Serious games (SG) are computer-and video games with a primary focus other than entertainment. This is, they are made to educate, teach, inform and promote ideas. The current research focused on SGs' success factors and their emergence in SGs published in Finland in 2015. The research approach was qualitative and the research method was theory-based content analysis. First, the concepts of SG, SG design methodology and learning were discussed based on existing knowledge. Success factor related k
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Mots-clés : Serious game, Success factor, Gaming experience, Content implementation, Implementation process, Analysis framework
L'utilisation des techniques du jeu vidéo dans un but d'information ou de formation Jeux sérieux SommaireDéfinitionsPourquoi jouer sérieusement ?Trouver des études sur les jeux sérieuxTrouver des jeux sérieux à la BnFA la croisée des jeux et de l'utilitaireRepérer des événements sur les jeux sérieuxTrouver des sites sur les jeux sérieuxA vous de jouer !Ca s'est passé à
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Mots-clés : Serious Game, Serious Gaming, Jeux vidéo, Jeu sérieux, Bibliothèque
AbstractIn 2010 the eruption of the Icelandic volcano Eyjafjallajökull paralyzed a large part of the European air traffic. Results were massive restrictions in the European and intercontinental air traffic. Even after canceling the aircraft grounding, airport operators, airlines, air traffic controllers, and ground handlers had to deal with the situation that the aircraft and crews were not in the places where they should have been for the correct execution of the flight plan. To
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Mots-clés : Air traffic management, Decision-making, Serious games
AbstractDesigning serious games is a complex process because finding the right balance between the ‘serious' and the ‘game' dimensions is vital, as pointed out in some meta-analyses (Wouters, et al. 2013). If educational content prevails over the entertainment element, users' motivation may decrease and this can have a negative impact on the effectiveness of learning. On the other hand, if entertainment predominates over content, this can also limit learning opportunities. Another ma
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Mots-clés : Serious Game, Design, Education, Jeux numériques, Models
ABSTRACT Open linked data technologies pave the way towards the semantic Web of the future by a) exploiting the abundance in data availability, b) enhancing the continuing application developments in the Web and computer technologies, c) increasing the availability of game engines towards an expansion of techniques and d) bridging culture and education with gaming. In this context, we introduce an innovative and content-dynamic web-based virtual museum, which relies and exploits the rich c
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Mots-clés : Virtual museum, Virtual exhibition, Gamification, Interactive cultural exhibition, Open link data
Abstract. This paper presents the findings from a study aimed at understanding whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game – St. Vincent’s Volcano – for use in existing volcano education and outreach sessions. Its twin aims are to improve residents’ knowledge of potential future eruptive hazards (ash fall, pyroclasti
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Mots-clés : Volcan, Serious Game, Jeux vidéo
AbstractThe evolving technologies of the game engines and the Web have reached a level of maturity that enables them to contribute significantly to the long-celebrated blending of culture and education with gaming. In this work, we present DynaMus, an innovative fully dynamic Web-based virtual museum framework that relies entirely on users’ creativity and on the exploitation of the rich content in distributed Web resources. DynaMus is able to connect to popular repositories, such as Europe
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Mots-clés : Dynamic, Virtual museum, Virtual exhibition, Game-based learning, Distributed data, Cultural resources
Learning of programming and, more generally, of computer science concepts is now reaching the public at large. It is not only reserved for people who studied informatics (computer science) or programming anymore. Teaching programming to schoolchildren presents many challenges: the big diversity in ability and aptitude levels; the big amount of different tools; the time-consuming nature of programming; and of course the difficulty to motivate schoolchildren to keep them busy with hard work. There
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Mots-clés : Game-based learning, Gamification, Learning programming, Online programming platform, Programming contest
The online game's commercial success and the influence on user behavior, led us to consider developing applications with games features in order to investigate which variables and features that could influence in e-banking adopting. The topic of games and business, lead us to a main research question, "What is the impact of computer applications with game features in e-banking?", and two other questions, "Which elements, characteristics or variables of games on e-bank
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Mots-clés : e-Commerce, Gamification, Jeux en ligne, Développement logiciel, Technologie de l'information, Web design, Technology acceptance, Commerce électronique
AbstractVoluntariness is an important feature of games. Serious game designers intend to generate engaging gameplay, which implies that voluntary play should be equally important for serious games as for entertainment games. This paper describes the outcome of a study on the impact of voluntariness on learning in a serious game. The results of 19 participants, randomly assigned to voluntary and mandatory gameplay, are analyzed to identify possible differences. The findings of this study suggest
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Mots-clés : Serious games, Effectiveness, Learning effect, Freedom of choice