(Broacasting our studies)
In this book, Julian Alvarez studies the phenomenon of work's gamification, providing readers with the keys to navigating a world steeped in video game culture. He goes even further by opening up a reflection on the constraints opposed to the freedom to play.Thibault Brunet's photography, which questions our relationship to virtuality, accompanies and brings light to this research. Available on éditions Loco
Keywords : Book, Serious Game, Serious Gaming, Gamification, Work
PRE-PROGRAMME9H30 OuvertureINTRODUCTION : par Florent Laroche, Vice-Président Formation continue, Nantes Université9H40 Lancement officiel de NEXUS – projet Lauréat DEFFINUM : quels enjeux éducatifs pour l’ESR et la formation dans les territoires ?Annonce du projet NEXUS, lauréat de l'appel à projet national DEFFINUM par Nicolas Dupain - France Immersive Learning, Julien Casarin, Head of XR INETUM, Nantes Université et leurs parte
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Lecture given as part of FIJLoC (Festival International du Jeu et Loisirs des Caraïbes). This conference addresses the issues surrounding the video game industry on an international level, as well as questions surrounding the Soft Power operated via video games. Link to the video
Keywords : Soft Power, Video game industry, Ethics, Editions
Lecture given as part of the FIJLoC (Festival International du Jeu et Loisirs des Caraïbes). This conference offers an introduction to edutainment. Link to the movie
Keywords : Edutainment, Game, Video game, Play, Serious Game, Serious Play, Pedagogy
The purpose of this article is to propose a model to help trainers assess the player profiles they are likely to encounter among their learners. The goal is to maximize the chances of making an edutainment session as effective as possible. This approach resulted in a first iteration of a model. This model was built and derived based on statistical analysis of 1,126 individuals who completed a questionnaire about their communication personality, age, gamer profile, and weekly play time. Using thi
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Keywords : Profiles, Players, Personnality, Learners, DiSC Model, Bartle's Typology
L’objectif de ce poster est d’étudier l’évolution du nombre d’occurrences associées aux mots-clés « Serious Games » et « Gamification », notamment durant la période 2019 à 2022. Ceci a pour but d’éprouver une hypothèse selon laquelle associer du jeu à des visées utilitaires s’inscrirait désormais dans un discours en reconstruction au sens de
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Keywords : Serious game, Analyse
(Broacasting our studies)
Données relatives aux expérimentations autour du jeu Mc Donald's videogame
(Broacasting our studies)
In this new episode, Dr. Ludus explores the concept of the "video toy", as described by researcher Stéphane Natkin in 2003 in his book "Video Games and Media in the 21st Century". https://www.eyrolles.com/Informatique... How does the concept of "video toy" differ from that of "video game"? That's what Machine and Dr. Ludus explain in this new episode. Find out more about video toys: http://ja.games.free.fr/Introduction_... (pp.19-21). Cre
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Keywords : Toy, Video toy
(Broacasting our studies)