(Broacasting our studies)
Here is my latest game, created for the Ludum Dare 32 competition (game creation in 48h), under the theme "An Unconventional Weapon". Weapon Regulator is sending you to a battlefield. Your mission is to seize any unconventional weapon that you'll see. You are neutral, so the soldiers won't hurt you, but beware of the stray bullets! Use arrow keys / WASD to move.Use Space / Control / Shift to seize a weapon from a soldier (you have to move over the soldier first). &nb
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Keywords : ludum dare, experimental gameplay
If you like books and are into video games, then this resource may interest you. Ludoscience is building a big list of books about video games. It currently features more than 150 books dealing with various topics: history of video games, game creators biographies, Game Design, Serious Games, video games studies & analysis... Each book is presented through a personal abstract, as we have read each book before adding it to the list :). It gathers books in English or French
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Keywords : bibliography, videogame, books
In a majority, Internet browser games or social games adopt the free-to-play revenue model, in association with selling virtual items. Though, its stakes are not that well known. This research studies motivations to play of the gamer that is ready to pay for a virtual object in an Internet free browser game. Competition and socialization are identified as the main discriminating and explicative variables of the ready-to-pay gamer profile. References (1): Alvarez J. et al., «
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Keywords : Free to play, Economy, On line games, Social games, Browser, Web, Virtual objects
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
Again, I participated in the Ludum Dare 31 competition, where you have to create a game all by yourself in 48h on a given theme. This time, it was "Entire Game on One Screen." The game is called "Attack of the Screen Scrollers". It's a top-down shooter, where you'll have to protect the background image of your single game screen against the deadliest enemy of pixels: scrolling! "Screen Scrollers" will invade the screen border, and force the image to scroll towa
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Keywords : ludum dare 31, entire game on one screen, experimental game
Keywords : round table, video games, education
This book is based on a unique idea: reviewing the history of video games in France between 1974 and 2013 through the "news" briefs published in video games magazines. This first volume is solely focused to news related to video games consoles. The author has selected many news related to the most interesting or odd stories from the last 40 years: release of a console, an accessory, a special issue of magazine, a tv show, public drama, games collector editions, etc. Each chapter of the
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Keywords : history, video game, france, console, news
The differences between game and labor are culturally defined. According to places and cultures, those activities are similarly described as rational layouts of resources to achieve some specific goals, by following rules located into well-structured environments – although more and more complex and less defined. For all that, despite of the proximity of these abstract concepts, the process of gamification promotes a brand new model of engagement into the activity, inviting workers to expl
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Keywords : gamification, Ludification, Gameplay, Labor, Serious games, Activity, Cooperation
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