A Serious Game, based on a car simulator, designed to teach how to drive in a ecological way. The player has to drive a car in a city to reach a place in a limited amount of time. The goal of the game is to try to reduce the amount of C02 produced by the car through an "ecological" style of driving: taking the habit to brake "softly", learning how to shift gears, knowing when to turn the engine off... This project received a grant from the french gover
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Keywords : serious game, ecology
Who said that you had to be famous in order to write down your own autobiography? In this book, Mat Dickie, an indie video game creator, tells us about his personal life alongside with the various games he created during his 10 years career. While we can smile at the fact that the oversized ego of this unknown author led him to write such a book, it's a quite interesting book for the videogame history specialists. It tells us the life of a British kid born in the 80's, fan of videogames, who sta
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Keywords : mat dickie, biography, indie, wrestling, religion
A serious game designed to present an ecological town called Andromède, located in France. The player is asked to explore the twon and discuss with its inhabitants in order to get information. This information will then be used to write down an article about urban ecology. Please note that, when the game was designed the ecological town was still under construction. So we had to use CG images created by the artchitects of the town to create the game. Publication
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Keywords : serious game, ecology
A Serious Game released by the builders of an ecological town, called Andromède, in order to raise people awareness about the way to create and manage ecological public gardens. Will you manage to create a nice park while avoiding to waste water? Publications related to this project Damien Djaouti "Serious Game Design - Considérations théoriques et techniques sur la création de jeux vidéo à vocation utilitaire" Th&e
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Keywords : serious game, ecology
1 Introduction As one of the fastest growing segments of the global entertainment market (Szalai, 2007), video games have come to represent a wide spectrum of values in terms of expectations and design decisions of the groups involved in their development and publication. Despite a rapidly expanding market, changing demographics and growing global economic importance, regional differences in game designs have yet to be fully explored. The underlying premise of this research is that game com
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Keywords : Video games, Genre, Game components
This book is a hands-on guide dedicated to the job of "traditional" games creator: board games, card games, role-playing games... It's divided in 5 sections. The first one gives a tour of this profession through famous games case studies: Trivial Pursuit, Magic: The Gathering, Dungeons & Dragons and The Pokemon Trading Card Game. They are accompanied by interviews with a game author (Reiner Knizia) and a publisher (Mike Gray from Hasbro). The second part presents with more details
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Keywords : game creator, job, traditional games, board games, card games, industry
This book offers many practical exercises aiming to improve your Game Design skills. Each of the 21 book chapters is dedicated to one particular topic: game design basis, atom structure of games, puzzles, balancing between skill and luck, serious games, storytelling, multiplayer... After an explanation of the topic, the book chapter presents 5 exercises, focused on "non-digital" game creation, thus allowing to quickly put into practice these concepts. It's a very interesting and unique
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Keywords : game design, examples, exercices
An excellent book about the design of games written by Jesse Schell, a game designer who worked on Disneyland attractions and on the kids MMO Toontown Online, among others. With over 500 book pages, the author details the different aspects of the professional game design process, and explain how a game designer can influence them: game design documents, mechanics, interface, characters, the "client" funding the game, player's emotions, the game designer's artistic motivation... Besides
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Keywords : game design, examples, in-depth, jesse schell, disney
The "deck of lenses" isn't a book, but a set of 100 cards that complete the book "The Art of Game Design: A Book of Lenses", by the same author. Each card represents one of the "lens" invented by Jesse Schell. A "lens" is a kind of "viewing angle" allowing the game designer to focus on a particular aspect of his game. These "lenses" are composed by a series of questions. For example, the "lens of judgement" makes the game d
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Keywords : jesse schell, game design tool, cards, lens