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Keywords : Database, Collection, Archiving
In the context of serious games, this chapter asks whether it is possible, in a formal situation, to superimpose utilitarian and game objectives while preserving both parties. We hypothesize that the answer to this research question is affirmative. To verify this, we are studying it from two angles: that of the artifact (Serious Game) and that of the activity (edutainment session). In our attempt to test our hypothesis, using an edutainment session based on a video game, we have identified a rec
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Keywords : Edutainement, Serious games, Serious Gaming, Instrumentalization, Video games, Mediation, Learning, Ludopedagogy
In the context of serious games, this chapter asks whether it is possible, in a formal situation, to superimpose utilitarian and game objectives while preserving both parties. We hypothesize that the answer to this research question is affirmative. To verify this, we are studying it from two angles: that of the artifact (Serious Game) and that of the activity (edutainment session). In our attempt to test our hypothesis, using an edutainment session based on a video game, we have identified a rec
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Keywords : Edutainement, Serious games, Serious Gaming, Instrumentalization, Video games, Mediation, Learning, Ludopedagogy
The aim of this chapter is to determine whether the Serious Game is a human invention. To answer this question, we propose to check whether both Serious Game and Serious Play can be found in the animal kingdom. If such a census proves negative, then we can conclude that the Serious Game could indeed correspond to a human invention. If this were not the case, then Serious Play would be better regarded as inter-species activities. This would then lead us to study whether it is possible to identify
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Keywords : Serious Game, Serious Play, Social Play, Play object, Solo Play, Animal behavior, Invention, Innovation
This chapter presents two socio-technical systems that combine the use of serious games, especially digital ones, with design thinking. The aim of this approach is to test whether such a combination is possible. To this end, we conduct a comparative study of two serious games in which we were involved. Through a reflexive approach and by mobilizing surveys and field studies, the approach is not only feasible, but also allows for a good complementarity between game phases and design thinking. How
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Keywords : Serious games, Serious Play, Design Thinking, Edutainment, Video games, Activities, Game Design
The main objective of this study is to assess the reliability of the Blue Bot experiment by statistical means. This experiment was carried out in 2017 in France and was based on the reported performances of 230 pupils in 28 Year-1 1 classes for coding, decoding and programming. 35 teachers were involved in the Blue Bot project. This study aims at replying the following issue: Out of the various available modalities (body, robot and tablet), what types of performances were identified when five-ye
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Keywords : Robot-based pedagogy, Coding / decoding, Modalities, Comparative study, Programming design, Evaluation research, Serious games, Year 1 pupils
The aim of this paper is to present a lexicometric study identifying, between 1980 and 2019, the number of occurrences of the following 4 keywords: “joueuse”, “joueuses”, “joueur” and “joueurs” that can be identified in the French-language videogame press. In concrete terms, the corpus explored represents a set of 1,075 documents, the main titles of which are shown in Table 1. Statistical processing was carried out to check the validity of the data
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Keywords : Female player, Male player, Female gamer, Male player, Gender stereotype, Video games press, Representation, Video game
Study day dedicated to Art and neuroscience. In this context, the aim of the conference was to explain the concepts of Gamification, Ludopedagogy, Serious Game and Serious Gaming.
Keywords : Gamification, Serious game, Video game, Ludopedagogy, Edutainment, Serious gaming, Art, Neuroscience
ISSN-L (papier) : 1622-1494 · ISSN (électronique) : 2111-434XArticle pp.213-248 du Vol.17 n°1-2 (2021) TitleEvolution and influences of the key-words “gameplay”, “ludic” and “fun” in the writings produced by English-speaking and French-speaking journalist’s communities related to video games between 1977 and 2019 AbstractThis paper aims to study whether the community of English-speaking journalist
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The present study aims to verify the emergence of the terms « game play » (in one word) and « gameplay » (in two words) within the framework of the Anglophone and Francophone video game cultural sphere. Starting from the writings of Wikipedia who sees the origin of these words associated with the mention « How the game plays ? » which would have appeared on the first coin-op arcade games, we are conducting an investigation of
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Keywords : gameplay, game play, video game, lexicometry, emergence, coin-op arcade Games, History of video game