This article presents a state of the art on the link between serious games and psychological variables and their influence on social outcome. Thus, it puts into perspective different research on games and their evolution in the work world, analyzes their impact on job seekers’s learning and behavior, before highlighting the serious game catalytic effects in professional insertion and training. The research perspectives induced by this article are the job search’s gamification and the
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Keywords : Serious game, Insertion, Dispositional variables, Counseling
AbstractDesigning serious games is a complex process because finding the right balance between the ‘serious' and the ‘game' dimensions is vital, as pointed out in some meta-analyses (Wouters, et al. 2013). If educational content prevails over the entertainment element, users' motivation may decrease and this can have a negative impact on the effectiveness of learning. On the other hand, if entertainment predominates over content, this can also limit learning opportunities. Another ma
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Keywords : Serious game, Design, Education, Digital games, Modèles
Public Transport supports independence and encourages social, educational and vocational inclusion. It is a sure means to gain access to the city, services and activities. However, using fixed-route requires knowledge and know-how that all travelers, such as people with intellectual disabilities, do not master. While for most of us learning to travel is done through personal experience, for people with intellectual disabilities there is a need for travel training in order to build up travel expe
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Keywords : Intellectual Disabilities, Fixed-Route, Travel-Training, Public Transportation Requirement, Serious Game
Le numérique: une chance pour nous faire grandir en humanité19-22 janvier 2016, Lyon (France) Julian Alvarez a animé les 20 et 21 janvier un atelier pour présenter aux chefs d'établissements les notions de ludopédagogie et de Serious Game.
Keywords : Serious game, Ludopedagogy, Edugame
The IDATE institute proposes for free the 2010 Serious Games study. It is the 2nd edition. The first one was published in 2008. The serious gaming market is of considerable importance. As the link between traditional video games and practical software, serious games offer a genuine opportunity to develop a sector that is all too often considered a niche. Furthermore, they offer huge potential for growth: "In 2008,” comments Laurent Michaud, project leader of the report
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Keywords : Serious Game, Serious Gaming, Market, Health, Communication, Advertising, Military, Education
In this article, we examine the way in which fourteen heritage sites use serious games as a tool for cultural education. Our three-step analysis model (input, process and outcome) addresses the types of content offered, the characteristics of the games and their cognitive, emotional and communicative aims. References (1): Alvarez J., Djaouti D. et Rampnoux O. (2011), Typologie des serious games, in Rufat S., Ter Minassian H. (dir.), Les Jeux vidéo comme objet
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Keywords : Cultural heritage, Serious Game, Cultural education
(Broacasting our studies)