(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
Abstract:In the digital age, museums and historical sites must explore how to leverage technologies to engage guests. Gaming-whether technology-based or not--is an approach that some museums have been using as a means for teaching visitors. Bringing the two together to create an online-onsite-online game is an effective approach for educating, immersing, and engaging guests, especially “digital natives” for whom technology is an integral part of daily life. In June 2013, the Colonial
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Keywords : Games, Cities and towns, XML, History, Sociology, Statistics, Engines
This book tells the story of 13 famous video games: Grand Theft Auto, Call of Duty, Angry Birds, Les Sims, Assassin's Creed, Uncharted, World of Warcraft, Tomb Raider, Metal Gear Solid, Doom, Alone in the Dark, Prince of Persia and Tetris. Each chapter of this 300 pages book is dedicated to one of those games, and presents some information about it. While the book is pleasant to read, the amount of unique information is very variable from one game to another. The book chapters range from exc
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Keywords : history, angry birds, tetris, uncharted, assassin's cred, tomb raider
The biography of Markus "Notch" Persson, and his world famous creation: Minecraft (2011). This books details the birth of this legendary game, and it begins with the end of the story: the MineCon convention held up in 2011 to celebrate the official release of the 1.0 version of the game. At this date, the game was already played by 16 millions people in the world, making both Markus Persson and his company, Mojang, millionaires. The book then goes back to Notch's childhood, from his pa
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Keywords : minecraft, notch, markus persson, mojang, indie, biography
This book details the captivating story of the scandalous game series "Grand Theft Auto". Over 300 pages, the author tells us about the most epic moments of this saga: humble beginnings as a small arcade game made in Scotland by DMA Design; hiring Max Clifford to use media scandal as a marketing campaign; the hijacking of the series leadership by the Houser brothers and their studio Rockstar during the creation of GTA III; the first legal actions against the game series and the rise of
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Keywords : grand theft auto, history, dma design, rockstar, jack thompson, david jones, sam houser, esrb
This tiny 50 pages books aims to tell the history of the Grand Theft Auto (1997-2015) series of games. While the book offers many beautiful pictures, the text is unfortunately not up to the task. First of all, the books "forgets" about the first two episodes (barely mentioned), and begins his story with Grand Theft Auto III (Rockstar Games, 2001). Each title is then presented over a few pages. But the text only presents some numbers and a summary of each episodes features, without ever
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Keywords : history, grand theft auto, gta, rockstar
Participation in the organizing committee of the AREF 2013 conference.
Keywords : aref 2013, organizing
CALL FOR PAPERS for a Special Issue of the Journal of Computer Assisted Learning (JCAL) on Learning Analytics in Massively Multiuser Virtual Environments and CoursesThere has been much interest of late in ‘big data’ and the role it can play in decision making in diverse areas of business, science and entertainment. By employing a combination of modern artificial intelligence, machine learning and statistics techniques, extremely large and complex data sets can be &lsquo
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Keywords : call for papers, journal
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
Abstract Serious games have been receiving a lot of interest in the recent years and have been increasingly used for educational, military and business purposes. One of the positive sides of serious games is the fact of being tools that allow the creation of an environment where players are immersed in a playful activity, and are much more receptive to knowledge acquisition. Through serious games players are more likely to retain information for a longer period of time. The terrain instabil
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