Abstract : According to the french government, the video game industry has now reached a turnover of 3 billion euros (or 10% of the turnover of the french cultural industry), making it the second European country. This market could reach 3.8 billion by 2014, that is a 27% increase in 3 years. Video game was since always an entertaining technology, not requiring the player a significant interaction or intellectual investment result. Today, video games require more and more players to interac
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Keywords : Video game, State of the art, History, Use, Innovation
The numerous changes occurring in the field of knowledge challenge information professionals to reflect on possible alternatives in order to preserve the traditional mission of libraries. At a time when the use of numeric media is increasing in libraries, one observes an increase of the ludic possibilities available on the Web. Designated by the term gamification, this tendency is part of a larger trend that sees libraries as an intellectual playground where alternative learning is highlighted.
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Keywords : Gamification, Libraries, Games, Serious games, Media games, Online games
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
This book details the captivating story of the scandalous game series "Grand Theft Auto". Over 300 pages, the author tells us about the most epic moments of this saga: humble beginnings as a small arcade game made in Scotland by DMA Design; hiring Max Clifford to use media scandal as a marketing campaign; the hijacking of the series leadership by the Houser brothers and their studio Rockstar during the creation of GTA III; the first legal actions against the game series and the ri
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Keywords : grand theft auto, history, dma design, rockstar, jack thompson, sam houser, david jones, esrb
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
AbstractThis work lies in the educational opportunities of a learning tool: the serious game. The serious game was investigated using an American example: Virtual University.We first highlight the main features of this media, namely that it can be used as: a teaching tool, a means of entertainment, and as a technology of information and communication. It aims for multiple learning objectives, it finds application in many areas and it targets all age groups. Then, we show that learning through th
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Keywords : Serious Game, Constructivist psychocognitive theories, Intrinsic motivation, Socio-cognitive conflicts, Situated learning
In order to celebrate the third birthday of this website, we decided to upgrade it up with some nice features: This blog. After nearly three years of being a depot for our research articles and our students projets , this website is now featuring a brand new blog! We will try to use it to provide information relative to the study of videogames, Serious Games and to keep up informed about the life in our laboratory. A new "Our Projects" section. The old one weren't updated s
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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.
Keywords : Serious Game, Market, Education, Evolution, Defence, Training, Health, Study
INTRODUCTION Les jeux vidéo sont, en apparence, aisément appropriables. Ils constituent un objet culturel porteur de nombreux discours normatifs, souvent très polarisés (les jeux vidéo c’est… beau/rigolo/idiot etc.) Dans les années 1980, les discours de dénonciation étaient dominants, utilisant les mêmes arguments que les critiques antérieures adressées aux médias de masse (télévisi
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In this paper, we describe the method we used to design the therapeutic game called Le Village aux Oiseaux, a first person shooter aiming to stimulate the attention network of seniors suffering from the Alzheimer's disease. One of the main issues we had to deal with was how to adapt games designed for adolescents and young adults, to seniors. A lack of studies and game design guidelines, as well as a lack of data on what seniors enjoy while playing made this design more complicated and, thus, in
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Keywords : Therapeutic game, Games design, Usability, Evaluation, Methods, Serious Game, Elderly