An analysis book dedicated to "The Legend of Zelda" game series. This text-only book is divided in two main parts. The first one, which represents about 2/3 of the book pages, begins with a quick presentation of each title in the series (from "The Legend of Zelda" to "The Legend of Zelda : Spirit Tracks"). The story of each episode is detailled in one or two pages, before analyzing the special features of its game design compared to the other episodes. But
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Keywords : the legend of zelda, analysis, psychology, story
This chapters tackles the historical origins of Serious Games: "The purpose of this chapter is to discuss the historical origins of Serious Games to try to understand where the current wave of "Serious Games" comes from. We first review the origins of the "Serious Games" oxymoron. We will then analyse digital games designed for serious purposes before the 2000's. Such games can be traced back to the beginning of the history of video games. We will use all these elem
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Keywords : serious games, history
AbstractResearch in game-based learning environments aims to recognise and show emotion. This chapter describes the main approaches and challenges involved in achieving these goals. In addition, we propose an emotional student model that can reason about students’ emotions using observable behaviour and responses to questions. Our model uses Control-Value Theory (Pekrun et al., The control value theory of achievement emotions. An integrative approach to emotions in education. In: Schutz, P
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Keywords : Computer Science, Computers and Education
Abstract: The impact games are known to have on commitment is pushing more and more companies to use training programmes that incorporate games, including Learning Role-Play Games. This article presents the methodology (ScenLRPG) and formalism we have defined to support instructional designers in the design of such programmes. The ScenLRPG methodology is based on two main principles: the first one is to make designers integrate the use of game principles into their reflection; the second one is
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Keywords : Role-play game, Design support, Learning-scenario design, Formalism, Commitment
Abstract The global economic crisis that is felt is leading to the emergence of a need to increase business competitiveness, by improving the performance of its employees. In this sense, Lean Manufacturing is an area that deserves the attention of employers and their employees, since its main objectives are to increase productivity, reduce waste and optimize available resources. A Lean tool that deserves special attention is the 5S Method, which can improve productivity, by increasing the o
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Keywords : Serious Game, Learning, knowledge, Evaluation
Abstract This paper analyzes the potential of serious games for professional and pedagogical purposes and learning. To do this, the authors have questioned the efficiency of these games. They present an experiment conducted with 66 students trained in sales that compares a group of players with a group of non-players. The game’s impact on skills was studied from two angles: first from a theoretical point of view (based on the marks obtained in tests), and second from a practical point
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Keywords : Serious Games, ICT efficiency, Experiment
An excellent book featuring a deep analysis of the experiences offered to players by videogames. Being at the same time a gamer and a scholar, the author provides us with his very thoughtful and stimulating ideas on this topic. The first three chapters are tackling the issue of defining games, video games, and the relation between games and movies / storytelling. As they are full of concepts and references, these chapters are a bit harder to read than the others. The three following chapters are
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Keywords : history, philosophy, sociology, experience, critical, gamification
The purpose of this chapter is to introduce an overall classification system for Serious Games. ?The intention of this classification is to guide people through the vast field of Serious Games by providing them with a general overview. For example, it may appeal to teachers who wish to find games with strong educational potential though they may be outside the “edugames” field. This chapter will start by discussing the definition of Serious Games, and define them as having a combinat
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Keywords : serious games, definition, classification
This chapter describes application areas for serious games in the context of such CNOs. A classification scheme for serious games has been developed based on two different approaches: one based on a process framework, the other one based on a game genome approach. Both are applied on a number of known serious games with the objective to identify uncovered areas and gaps. These gaps represent new opportunities for the application of serious games which has not yet been realized. References (
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Keywords : Serious Game, Classification, Game genome approach, Virtual Organisation life cycle, Education, Industry
Abstract: The market success of Video games shows us that they have become a significant alternative for leisure and entertainment. While observing the trends one can realize that game designers tend to transpose or adapt leisure activities such as dance, playing music or sports to the context of video games which has become even more obvious with the appearance of input devices incorporating physical movement as a mode of interaction. Inspired by these different forms of leisure, vide
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Keywords : Design, videogames, interfaces, experiences, fun, interaction