Study of the impact of electronic communications based on Serious gameImpact of the Serious game: 1st approach. Organization of e UGSG contest This article aims at bringing the tangible proof of any impact causedby the Serious game object on their users. The followed idea is to organizean international contest to have on the one hand a corpus ofstudy and on the other a comparison between our approach of theSerious game object and those of the developpers. The tangible proofis well lis
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Keywords : Serious games, Creation, Evaluation, Impact, Perception
Study of the impact of electronic communications based on Serious game 2nd approach. Realization and diffusion of 3 Serious games This article presents the 2nd approach. This one initially aims to identifya public to play Serious games matching our approach of the object.Then, if we count such a public, the idea is to study it by questioning iton its relation with the object. To lead this study, we work out 3 Seriousgames filling our needs and study their diffusions and catch in hand
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Keywords : Serious games, Audience, Impact, Diffusion, Multiplayer
Study of the impact of electronic communications based on Serious game 3rd approach. Creation of a Play & Rate 2.0 Website dedicated to Serious games This 3rd approach aims at studying more in detail the nature of the Seriousgames’ impact on the players. To drive this study, we develop a2.0 Internet site allowing the Net surfers to play Serious games and toevaluate them. With this tool, a panel of 121 people is questioned. Atthe end, we discover there exists a variety of di
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Keywords : Serious games, Perception, Impact, Web 2.0, Evaluation
This rapport presents some key figures about the Serious game market from 1950's to 2000's.
Keywords : Serious game, Market, History
Depuis les années 50, le nombre de Serious Games* édités dans le monde ne cesse de croitre. Balbutiant jusque dans les années 70, la croissance du nombre de jeux sérieux commandés ou édités dans le monde ne cesse de croitre de manière exponentielle jusque dans les années 2000. Ludoscience dans une première approche estime ce chiffre à plus de 2225 jeux sérieux en circulation et utilisé sur la
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Keywords : Serious game, Statistics
This scientific book gathers contributions from 12 researchers, coming from different fields, who are studying different sides of videogames: identification of the Game Designer knowledge, using videogames in schools, space in videogames, how to dissect a videogame to analyze it, analysis of MMORPG as social spaces...N.B.: The members of Ludoscience wrote a chapter of this book, about "Serious Games".
Keywords : scientific research, education, sociology, computer science, geography
In association with the multimedia workshop and the game library of the Odyssud cultural centre, located in Blagnac (near Toulouse, in France), we ran a local edition of the international game creation contest called "Global Game Jam". The contestants had 48h to design an experimental videogame on the theme "Extinction". The 17 contestants who participed in our local antena of this huge jam created two videogames: Celestial Equilibrium
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Keywords : game design, contest
The Games And Learning Alliance (GALA) is an European Network of Excellence gathering researchers and industrials from all over Europe involved in the field of Serious Games. GALA aims to shape the scientific community and build a European Virtual Research Centre aimed at gathering, integrating, harmonizing and coordinating research on Serious Games and disseminating knowledge, best practices and tools as a reference point at an international level. The other key focuses of the project are: the
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Keywords : serious game, europa, research network