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
Carmageddon. A video game known by people even if they never played it, thanks to its scandalous reputation. However, this game is far from solely being the "nasty racing game where you have to crush pedestrians" that many media and politicians wanted to ban. Carmageddon is first and foremost an excellent game, featuring many technological and gameplay innovations that deeply influenced the racing game genre. We interviewed Neil Barnden, co-founder of Stainless Software gam
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Keywords : history, carmageddon, stainless software, violence, scandal, censorship, fun
Abstract The use of tablet computers have increased significantly in numerous parts of society during recent years, and the educational sector is no exception. Use of games in educational situations has intrigued scholars of different disciplines, presenting both favouring and opposing opinions. Whilst the educational effectiveness of the game media is discussed, research done in the area of cognitive development, psychology and pedagogy argue for the importance of play and the positive eff
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Keywords : Game design, Educational games for children, Playfulness, Educational games in Sweden
Abstract The aim of this thesis is to investigate whether it is possible for a teacher (as a non-game developer) to create educational computer games that could be considered fun‟ to play. The influences of game genre and graphical fidelity on this process are also investigated, along with the practicalities and barriers that constrain the (mainstream) use of computer games within the education system.A literature review was conducted into the motivations for using educational games,
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Keywords : Video games, Educational games
This book presents 100 music albums based on famous video games original soundtracks. The author reviews each album over two pages, featuring beautiful illustrations. The author successfully shares his passion for video game music through this book. The text is easy to read and full of interesting information. My only complaint lies in the author's choice to focus on game OST published in separate CDs, which tends to heavily bend his OST selection towards Japanese console games, and J-RPG in par
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Keywords : music, video game, album
This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning bacteriology as one of the achievements of their research project. In this paper, the authors introduce the game and show evaluated results about its learning ef
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Keywords : Serious games, Mobile learning, Educational contents, Bacteriology
Genre is an important feature for organizing and accessing video games. However, current descriptors of video game genres are unstandardized, undefined, and embedded with multiple information dimensions. This paper describes the development of a more complex and sophisticated scheme consisting of 12 facets and 358 foci for describing and representing video game genre information. Using facet analysis, the authors analyzed existing genre labels from scholarly, commercial, and popular sources, and
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Keywords : Genre, Facet analysis, Video Games, Interactive media
a b s t r a c t Immersive technologies such as virtual environments and augmented reality have a clear potential to support the experiencing of cultural heritage by the large public, complementing the current tools and practices based on tangible goods such as museums, exhibitions, books and visual content. Serious games – videogames designed for educational objectives – appear as a new tool to learn cultural content in an engaging way. In this paper, we will provide an extensiv
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Keywords : Cultural heritage, Serious Game
(Broacasting our studies)
AbstractNowadays the issue of learning through play has been raised because of the generalization of the use of video games. In the 1990s, the concept of game-based learning stood out and offered educational software claiming a play environment. In the 2000s, as the game-based learning didn’t seem to keep its promises, the concept of serious game stood out and offered new applications based on the video game culture. The founding title financed by the United States Armed Forces, America&rs
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Keywords : Serious games, Edutainment, Learning, Education, Video game
This book tells the story of Dungeons & Dragons, a game that gave birth to the "pen and paper role playing" genre, highly popular in the 80's and 90's. The book details the origins of the game, co-designed by Gary Gygax and Dave Anerson in 1974, alongside with the epic tale of TSR, the company created by Gygax to sell this innovative game. The book mix chapters about the history of the game with more personal chapters, where the author remembers his owns role-playing sessions. Whil
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Keywords : dungeons & dragons, gary gygax, dave anerson, tsr, pen-and-paper role playing game, history, greyhawk, blackmoor