Games History is a series of magazines in a book-like format (similar to Pix'n Love and IG), with 200 pages dedicated to a defined genre of video games. This second issue is focused on the history of 2D versus fighting games. The book thus retrace the history of popular series such as Street Fighter, King of Fighters, Guilty Gear, Mortal Kombat, Fatal Fury, Darkstalkers, Samurai Shodown, Killer Instinct, alongside with some less known titles like Arcana Hearts or Battle Fantasia. While it's not
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Keywords : history, versus fighting, street fighter, mortal kombat, king of fighters, guilty gear, ken bogard
JIES Paris 2012 days approach the topic of the game in sciences education. Intended for the professionals of education, these days are centered towards the reflexion on the relationship between sciences, technology, trainings and games. Ludoscience, represented by Julian Alvarez, was invited to take part to the event May the 3rd. Thank you Traces for its invitation. We will return with pleasure to e
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Keywords : Education, Learning, Game
Learners' needs and demands about long-life professional training have changed, thus requiring efficient and motivating training solutions. In the present-day socio-technological context, the use of game for training appears as an interesting answer. This PhD work (conducted in partnership with the company SYMETRIX) deals with the support of pedagogical designers. First, we have conducted an exploratory and structuring study about topics related to the use of game for training. Then, we have foc
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Keywords : Role playing game, Motivation, Professional training, Learning scenario, Serious game, Pedagogical design
On May 23rd in Valenciennes, we are organizing a scientific symposium called“Evaluate and Measure the Impact of Serious Games” during the international “evirtuoses” event. This meeting aims at asking questions on approaches,paradigms, experience feedbacks enabling the projection of theoreticalframeworks, methodologies leading to evaluate or measure the impact of SeriousGames, but also to report on collected and analyzed results. Serious Gamesgenerate indeed a
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Keywords : Impact, Evaluation, Measure, Serious Game, Organized system, Ecosystem, Effectiveness
On the french version of this blog , I posted an in-depth critic of a (french-written) book about the history of Mario. Far from being a simple "illustrated books for fans" filled with nostalgia, l'Histoire de Mario by William Audureau and published by Pix N'Love is one on the most interesting books about the genesis of Mario. It's not an history book, it's an analytical book that tries to answer one simple question : "Why Mario?". After all, when Nintendo picked a masc
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Keywords : mario, history, nintendo, analysis
ABSRACT While play marks both the cultural and pre-cultural spheres of human existence, the environmental design disciplines have almost exclusively compartmentalized the notions of play and fun into categories of leisure and children’s playgrounds. The rhetorics of environmental design, to date, have ignored, or at best marginalized, the possibility of play outside of recreational and commercial contexts. Still, we have abundant examples of playful architecture and fun places that st
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Keywords : Design, Architecture, Fun architecture, Game
This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment. Serious Gaming (SG) is at the crossroads of several disciplines: e-learning, computing, engineering, virtual world d
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Keywords : Serious Game, Market, Evolution, Health, Defence, Education, Study, Training
Keywords : serious game, phd thesis, game design
Abstract Professional training for risky professions involves simulation training. This kind of facilities has appeared very important to give to the workers the initial knowledge, to improve the skills of experienced workers, and to make them face rare situations for which they must be potentially ready to deal with. The past years, a broad range of simulation systems including virtuality have become available on the market, and the professions concerned are wider every year. The possibili
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Keywords : Serious Game, Simulation, Training
Nowadays, videogames are an important part of popular culture. Although videogames are most famous as leisure, the wave of " Serious Games " aims to use them for a wide range of serious purposes: teaching, communication, therapy, professional training, advertising, political propaganda… This thesis focuses on the design of such " Serious Games ". More specifically, we will try to identify means able to ease the creation of Serious Games. To achieve this goal, we will f
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Keywords : Serious Game, Game Design, creation, game creation toolkits, modding, videogames, constructionnism , pedagogy