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
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
(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
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 the concept of a video toy:http://ja.games.free.fr/Introduction_... (pp
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Keywords : Toy, Video toy
In this episode, Dr. Ludus explores game designer Raph Koster's theory of fun. This theory aims to explain why some games amuse us and others bore us. This exploration is based on Raph Koster's 2004 book "A theory of fun for game design": https://www.theoryoffun.com/ Credits : Graphic and sound design: Quentin AlvarezAssembly: Quentin AlvarezScenario: Julian AlvarezProduction: INSPE Lille Nord de France / Ludoscience - 2020
Keywords : Fun theory, Gameplay, Gamed esign
Experience design implies an "experience to be lived" (Vial, 2015) where the subjects "interact with their natural and artificial environment". If we can easily imagine a "natural" or "artificial" environment, there is an in-between proposed by the game. Neither totally "natural" because it can rely on artifacts, nor totally "artificial" because some animals play and the game activity falls, depending o
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Keywords : Serious Game, Design Game, Game design, Gamification, Ungamification, Serious Game design, Serious Play design
Presentation of the CEPAJe model (Context, Teacher, Pedagogy, Learner, Game) Find out more about the CEPAJe model: * CEPAJe grid with suggested questions: http://www.ludoscience.com/FR/blog/88... * Article on the CEPAJe model (2017): https://journals.openedition.org/apli... * Design of serious game devices and experiments (open-access PDF): https://hal.archives-ouvertes.fr/tel-... (Chapter 10). * Apprendre avec les Serious Games? (ebook from éditions
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(Videogame)
"Sheep It Up!" is an arcade game where a sheep has to climb up by hanging himself to flying velcro straps. The concept is simple, but the game rapidly gets quite challenging: how high can you climb without falling down? [Version cartouche] : https://catskullgames.com/sheep-it-up [Rom a télécharger] [Versions Mobile] [Version Beta + code source] Media References Article & Video by LibRetro team on Patreon (September 3rd, 2017): https://www.pa
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Keywords : game boy, nintendo, cartridge, retro, sheep
Let’s explore the types of games that can be applied for gamification.Let’s understand the definition of gamification.Let’s find out the historical background of gamification.Let’s figure out how gamification is associated with the experience economy and the behavioral economics.Let’s understand the effects of gamification on learning and education.Reference (1) : Djaouti, D., Alvarez, J., Jessel, J. P., & Rampnoux, O. (2011). Origins of serious games. In M
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Keywords : Game, Gamification, Definition, Experience economy, Behavioral economics, Effect