Abstract This article summarizes past definitions of entertainment, serious games and virtual heritage in order to discuss whether virtual heritage has particular problems not directly addressed by conventional serious games. For virtual heritage, typical game-style entertainment poses particular ethical problems, especially around the simulation of historic violence and the possible trivialization of culturally sensitive and significant material. While virtual heritage can be considered to
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Keywords : Entertainment, Virtual heritage, Authenticity, Violence, Interaction design
This PhD thesis explores the field of therapeutic games in order to propose methods and tools for the game designer of such games. The most fundamental design problem of therapeutic games is the gameplay, ie. the game objectives and the actions the player does to address the objectives. In therapeutic game, the gameplay must, at the same time, provide the therapeutic effects and motivate the patient to follow his protocol. The sub-problems of this are 1. the two-fold evaluation (medical and moti
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Keywords : Serious game, Health, Health game, Gameplay
The existing common video game genres lack clarity as well as consistency and thus cannot serve as a solid reference to inform the research on digital educational games (DEG), which are increasingly used as learning tools. To address this basic issue of game classification, we have developed a web-based survey to collect data on how people play and perceive video games that they know well. The survey is grounded in our Game Elements-Attributes Model (GEAM). 321 valid responses were analysed usin
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Keywords : digital educational games (DEG), Genre, Videogames, Learning, Classification, Education, Serious Games, Edugames
We challenge the idea of the paradoxical nature of the concept serious games and ask how researchers and designers need to conceive of serious games so that they at all appear paradoxical. To develop and answer this question, we draw on a theory–method that considers all forms of observation as paradoxical. We then use the tetralemma, a structure from traditional Indian logics, to resolve the paradox of serious games into this larger paradox of observation. Consequently, serious games may
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In order to contribute to the analysis of the “disseminations of video games”, this article attempts to examine the “Serious Game” designation itself. Our study relies on a corpus of texts aiming to define what a “Serious Game” is, alongside with a corpus of video games matching its definition. We will begin with a study of the historical origins of the “Serious Game” designation, in order to identify what it refers to, and why it is used tod
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Keywords : serious game, video game, definition, history, purpose, impact
Abstract —Since 2002, serious games have received much attention from industry, government and the research community. However, the large number of definitions available still present limitations in terms of contexts and games classification. Indeed, these definitions exclude certain types of games and do not cover certain contexts where serious games could be deployed. Therefore this paper introduces a shift in the interpretation of serious games, allowing a more flexible definition
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=====================Résumé de la présentation=====================Selon la BNF, depuis 2014, le Ministère de la Culture tient à ce que nous privilégions le vocable « jeu sérieux » à la place de « Serious Game ». Il convient cependant de souligner qu’une telle traduction introduit une subtilité. En effet, dans la langue française, la notion de « jeu »
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Keywords : Serious game
ABSTRACT Use of Design Thinking methodology is becoming common in business, services and products creation, particularlyin interactive media generation. This methodology consists in dividing development process into a number of regular steps: problem definition, target audience, brainstorming, prototyping, solution selection and implementation. The aim of this paper is to present the use of Design Thinking properly adapted to the creation of serious games, indicating advantages and disadvan
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Keywords : Design thinking, Games, Business administration, Serious games
Serious Games (SG) are more and more used for training in various domains, especially in crisis management domain. In order to improve training results, learner assessment can provide insights on what went right or wrong during a training session. Learner assessment requires monitoring (data acquisition in a virtual environment) and supporting learners' feedback (on learners' decisions and actions), which Intelligent Tutoring Systems address as a main issue, as a mean to individualise learning.
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Keywords : Crisis management, Learner assessment, Multi-agent system, Serious Game
Crisis management, serious games (SG) are more and more used for training. SG permit to reduce the cost of a such training and saving time, and in general provide a fun way to learn. In this paper we propose to bring together SG and Intelligent Tutoring Systems (ITS) in the context of the SIMFOR project, a SG for training in crisis management. We discuss the problems and needs of serious games and an overview of existing works. To enhance the learning aspect in SG, we propose the integration of
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Keywords : Collaborative agent-based architecture, Intelligent tutoring systems, Serious Game, Crisis management training, Multiagent integration architecture, Training cost reduction, Time savings, SIMFOR project