-= Presentation slides (in french) =- (Flash file - click inside the window to give it the keyboard focus,then use the left and right arrow keys to browse through the slides)
Keywords : fun, flow, patterns
Spinoff created from Game Classification, this website aims to gather and classify as many Serious Games as possible. Therefore, it relies on a classification model designed for Serious Games, the G/P/S model (Gameplay / Purpose / Scope). http://serious.gameclassification.com/ Publications related to this project Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Olivier Rampnoux "Origins of Serious Games" Minhua Ma, Andrea Oikonomou, Lakhmi C. Jain (eds.), « Serio
[...]
Keywords : serious game, classification
If you want to read only one book about Game Design, it should be this one. With over 450 pages, this "Game Design Bible" will allow you to truly understand how to create games. Among other topics, this book deals in great details with prototyping, the structure of a game (formal elements, dramatic elements, system dynamic...) or the day-to-day activity of a professional Game Designer working in the industry. As a talented Game Design teacher, Tracy Fullerton offers here a level of tho
[...]
Keywords : game design, study, examples, practical
Summary: This thesis is situated on the border of the Computer Science and the Social Sciences. It concerns the conception of Serious Games and their use within the context of targeted learning. By a Serious Game we mean a computer application, whose initial intention is to combine coherently the serious aspects (Serious) in a neither exhaustive nor exclusive manner, with instruction, learning, communication or further on information, assorted with the playing aspect of Video Games (Game).
[...]
Keywords : serious game, gameplay, teaching
This article proposes to focus on the various types of Serious Games. Inspired by the video games, we find a great diversity of applications. We propose a classification within Serious Game while differentiating them from simulations for the moment. The question of the link between the initial intention of the game designer and the part played by the implementation of objectives gives us an Ariadne’s thread to be unrolled. The posture adopted by the player particularly in simulations const
[...]
Keywords : serious games, classification
This book is a detailed study of the expressive potential of video games. The author analyses many examples of games broadcasting messages, related to politics, advertising and education. This study allows Ian Bogost, a media researcher and game designer, to introduce the concept of "procedural rhetoric", i.e. the use of games rules to broadcast messages. This book is very brilliant: full of relevant examples, it features an analysis that will undoubtedly inspires any creator or resear
[...]
Keywords : serious game, procedural rhetoric, analysis, research, example
Direct successor of the Gam.B.A.S. project,this new project aimes to build a new software tool able to ease the creation of videogames. To achieve this goal, it relies on the idea of "Gameplay Bricks", in order to allow real-time creation and modification of the rules of the game through an high-level of abstraction. A short video clip of the only created prototype (2008): Publications related to this project Damien Djaouti "Serious Ga
[...]
Keywords : game design, game creation software
This article explains the difference between a large variety of Serious Games and tries to propose a classification to understand this type of video games. We explore the connection between the goal of the game designer, the objective of the game and the posture of the player. Finally, we explore how we can create some serious game to make corporate communication or educative program.
Keywords : serious game