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
For Julian Alvarez, there's no doubt that studying games is a good idea. In fact, he is a teacher-researcher at the Polytechnic University of Hauts-de-France and at the Ecole Supérieure du Professorat et de l'Education in Lille. There, he studies games and their use in fields such as training, healthcare and marketing.However, his interest in games is probably rooted in his childhood. Julian Alvarez experienced three different approaches to teaching:In Spain, under Franco's re
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Keywords : Teaching, Training, Game, Board game, Video game
(Broacasting our studies)
In 2013, the cover of “Nature” magazine was devoted to the benefits of video games for senior citizens. Today, the big video game players are positioning themselves in this field: for example, Nintendo has been offering “Dr Kawashima's Brain Training” since 2007, or the “Walk with Me” application, which is designed to facilitate daily exercise and encourage walking. A Japanese company like Bandai Namco, whose business is the development and marketing of video
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Keywords : Health game, Serious game, Health, Patient, Defintion
Abstract This study explores a novel way for analyzing tournament structures. Our goal is to find the best suitable tournament under considered purposes. Aside from the number of matches, we address on two other important aspects: competitiveness development and ranking precision. Competitiveness development emphasizes the importance participants’ motivation in every match while keeping the matches exciting throughout the tournament. Ranking precision reflects the convincement of tour
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For the Ludoscience team, it's very important to play if you want to practice Ludology.Having read a few articles mentioning the idea that Pokémon GO could promote the health of its users through the walking activity it elicits, we wanted to form our own opinion by playing the title. We took the game with us on vacation, in the countryside, in the mountains and in the city.This month-long test also gave us the opportunity to make a few observations in the field, which we'd like to share w
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Keywords : Serious Game, Video game, Smartphone, Serious Gaming, Pokemon Go, Gameplay, Research
The history of video games if full of forgotten titles. Most of the time, they are game projects cancelled before completion. But, sometimes, full and complete games are cancelled just before their commercial release. We call them "unreleased games", as they are waiting to be be discovered by historians or collectors who can reveal their existence to the world. Today, Ludoscience is proud to present you an "unreleased" PlayStation game called X-PO : 2089 Cyber Revolution
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Keywords : history, video game, serious game, playstation, unreleased, japan, france
This book focuses on a little known and hardly discussed period from the history of video games: the ends of the 70's, and more specifically the 1976-1980 years of the home consoles. The books explains how, after Ralph Baer's pioneer invention of the Magnavox Odyssey, and the success of Pong in arcades, home video games takes over TV sets around the world thanks to... General Instrument. Indeed, the introduction of a new integrated chip, copying Pong and sold for a few dollars only, allowed many
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Keywords : pong, globalization, economic history, home console, 70's, japan, france, usa
As the title implies, The Untold History of Japanese Game Developers is a documentary about Japanese game developers. Originally, John Szczepaniak, a video game journalist, went to Japan in order to write a book about this topic (still in the works). During this trip he also filmed his interviews and encounters, which gave birth to a 4 hours long video documentary now available on DVD: This documentary follows John Szczepaniak's journey, with video segments featuring different materi
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Keywords : japan, history, documentary
This book deals with the war opposing Sega to Nintendo during the 90's, in the USA, for the control of the home console market. Over 550 pages, it follows the story of Tom Kalinske, who ran Sega US branch from 1990 to 1996. The book tells the many efforts the man and his team made to push the Genesis / Megadrive onto the US market, to try to make a dent in Nintendo's near monopoly over this market. This war is made of many battles, such as an offensive marketing campaign around the game Sonic (1
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Keywords : sega, nintendo, 16 bits, usa, marketing, sony , tom kalinske, genesis
Over 300 full-color pages, this book focuses on one particular aspect of video games: music. Seven thematic chapters details the impact of the technological evolution on video game music, the similarities and differences between game music and movie music, the various ways music is actually used in video games, the wave of rhythm games, and the rise of rearranged OST and concerts. Each chapter is concluded with a short biography of the main compositors cited as examples, and the last book chapte
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Keywords : music, j-rpg, concert, rearranged album, compositor, video game, history, analysis