This book unveils the story of a very important home console: the Sony PlayStation. Thanks to the interviews of more than twenty people who worked on this project, the author, also a member of the team, invites us to a journey behind the scenes of the creation process of this console. By mixing these various interviews, each chapter of the book details the different stages of the PlayStation project: an awkward beginning when Sony partnered with Nintendo to create a CD-Rom drive for the Super NE
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Keywords : playstation, revolution, sony, men in the shadows, industry, home console
(Broacasting our studies)
Journée d’études sur le Serious Game 7 décembre, MSH Paris Nord Labex ICCA (Industries de la Culture et Création Artistique) Résumé Dans le cadre du groupe de recherche sur le Serious Game du Labex Industries culturelles et création artistique (ICCA), cette journée d’études vise à présenter et discuter des approches théoriques et méthodologiques en se penchant &ag
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ABSTRACT • Learning Games (LG) are educational environments based on a playful approach to learning. Their use has proven to be promising in many domains, but is at present restricted by the time consuming and costly nature of the developing process. In this paper, we propose a grid of quality indicators that can help the conception team evaluate the quality of their LG during the designing process and before it is developed. By doing so, the designers can identify and repair the problems i
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Keywords : Learning Games, Serious Games, Evaluation, Quality, Cost, Conception, Development
This one-of-a-kind book is guide for any foreigner who wants to work in the Japanese video game industry. James Kay, the British-born author of the book, has personally made this move: he worked for different Japanese video games studios during 10 years, and then founded his own studio there. Over 300 pages, he tackles all the questions one could ask: Why go to Japan to create video games? How to get hired in a Japanese studio? How to find a place to live? And how is the day-to-day life in a Jap
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Keywords : japan, video game, industry, guidebook, job
This books focuses on the history of videogames in Britain, and more specifically on the best-known videogames in history that originates from Britain: Tomb Raider, Grand Theft, Auto, Elite, MUD, Populous, Lemmings, Carmageddon, Runescape, EarthWormJim, etc. This book also details the history of some famous english computers, such as Sinclair's ZX family, the Amstrad computer line, the BBC Micro and its legacy, that includes the ARM processors nowadays embedded in almost any smartphone. Extremel
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Keywords : history, videogames, britain, grand theft auto, tomb raider, elite, populous, mud
Abstract:We propose the Architecture for Representations, Games, Interactions, and Learning among Experts (ARGILE) for participatory and knowledge - intensive serious games. Faced with the problem of training in the areas of advanced expertise and practices, reference knowledge is neither stabilized nor unanimous, but rather dynamic and continuously evolving. Moreover, the expert does not make decisions based on pre-established recipes, but it is brought to trial and error, to discuss with peers
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Keywords : Games, Training, Computers, Computer architecture, Discussion forums, Communities, Knowledge engineering
Abstract Nowadays, traveling is becoming increasingly easier. New and cheaper means of communication make tourism available for a larger number of people. Withal, smartphones are trending and they are replacing the common cellphone at a fast rate. It’s safe to assume that, in a near future, every single person will be able to afford a mobile device of this kind, including tourists. Many applications exist for mobile devices, specifically for smartphones, in order to help tourists in t
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Keywords : Serious Game, Tourism
Many serious games dedicated to the health sector have been identified. Within this wide range, theauthors have explored the Serious games offering an educational dimension and targeting either individualsor health-care professionals. Based on a corpus built around this orientation, the goal is todetermine whether or not it is possible to find a use, targeted or not, involving metaphorical contextsamong different titles. In the corpus studied, no metaphor is used for serious game targeting healt
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Keywords : Serious game, Metaphor, Health, Health game
The European Serious Games Awards aim to celebrate the best videogames for learning created in Europe. We will rely on scientific evaluation of the submitted games in order to award prizes not only to the best Serious Games, but also to the best academic works in the field. The Awards Ceremony will take place during the VS-Games 2012 Conference in Genoa, Italy, on October 30th 2012. *Prizes* Each winner of one the 4 European Serious Games Awards will be rewarded by the following cash priz
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Keywords : serious games, awards, europe
Abstract Serious games and its related fields have lately received a lot of interest due to their potential for training and education. Serious games can be defined as (digital) games that are used for reasons other than entertainment. Gamification can be related to serious games and can be defined as the process of game-thinking and game mechanics to engage users and solve problems. The initiator of this project was ABB. ABB delivers a process control system used to control the processes o
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Keywords : Gamification, Serious games, Process control system, Oil and gas separation, Simulator