Disclaimer: The CROSSROAD project is co-funded by the European Commission under the 7th Framework Programme. This document reflects only authors’ views. EC is not liable for any use that may be done of the information contained therein. Executive summary This document is the final version of the Research Roadmap on Governance and Policy Modelling, which lists and describes research themes to be supported by future public funding through Science & Technological Roadmappin
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Keywords : Roadmap, Grand Challenges, Research Challenges, Model-based Collaborative Governance, Data powered collective intelligence and action, Government Service Utility
Games, MMOG-s (Massively Multiplayer On-Line Games), on-line social sites etc have become a major cultural and economic force. The main distinguishing features and attraction of these applications is their interactivity and emergent quality – participants constantly change the state of affairs with their actions. Gameplay, the resulting dynamic flow of events, is fascinating: this is like execution of an algorithm, where elementary actions are defined by game rules, but the logic, the flow
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Keywords : Gameplay, Structure, On-line social , Games, MMOG-s (Massively Multiplayer On-Line Games)
The "Serious Games" field raises a specific need. People without professional game design skills, such as teachers, corporate trainers, therapists and advertising professionals, request tools that could allow them to create or modify such games. This article will analyze "Gaming 2.0" examples in order to identify tools that could help fulfill this need. Indeed, "Gaming 2.0" is a way for players to create videogame content without skills from the entertainment videog
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Keywords : gaming 2.0, serious games, game design, level design, player-generated content
Abstract:A number of existing innovation paradigms and design approaches such as Open Innovation (Chesbrough, 2003), User Experience (Hassenzahl & Tractinsky, 2006) and User Centred Design (Von Hippel, 2005), as well as User Centred Open Innovation Ecosystem (Pallot, 2009a), are promoting distributed collaboration among organisations and user communities. However, project stakeholders are mainly trained for improving their individual skills through learning experience (i.e. practical exercis
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Keywords : Experiential Service Platform, Serious Game, Learning Experience, User Experience, Living Lab, User Co-Creation, Collaborative Distance
A thick 600-pages book detailing the findings of a large scientific research project dedicated to the use of video games for education. The 26 chapters of this book are written like quite separate contributions, and address topics ranging from theory to practice, such as the design of educational video games or the study of their effects. A book warmly recommended to any researcher in the field thanks to very rich book contents, backed by an extensive literature review and several field experime
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Keywords : serious game, education, theory, practice, design, literature review
This article focuses on tools that allow amateurs to create or modify videogames. In order to contribute to study the nature of game design, we will analyze games as crafted "artifacts". We will first review five categories of tools that allow creating games, in order to highlight the different "parts" games are made of. We will then use this empirical review to introduce a simple model of the inner structure of games: the ISICO model.
Keywords : game design, tools, game creation toolkit, mods, gaming 2.0
This book focuses on the design of "Casual Games", i.e. video games aimed to people playing them casually. The three first chapters deals with the definition of casual games, their professional creation process, and a broader study of the various play from they can offer. The nine following chapters are then dedicated to each sub-category of casual games: management, match-3, puzzles, hidden objects, construction, social games, etc. While the text is easy to read and understand, this b
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Keywords : game design, casual games, examples, analysis, industry
Depuis quelques années, le concept de « Serious Game » est de plus en plus présent dans tous les évènements liés au e-learning. Mais est-il réellement nouveau ? Où se trouve la limite entre Jeu Vidéo et Serious Game ? Comment un jeu vidéo peut-il remplir des objectifs pédagogiques ? Autant de questions auxquelles répond Julian Alvarez.
Keywords : Serious Games, Retro Serious Games, Serious Play, Pedagogy
In this paper, we establish a link between video games and data collections. In particular, we examine video games as potential interfaces for collection exploration, i.e. as a platform for a more insightful and exploratory interaction with a repository. Furthermore, we question if a more structural relationship between the game and the collection is possible: Can we produce video games based on the structure of a repository? We explore these ideas on theoretical grounds and by means of a protot
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Keywords : Video games, Data collections, Data exploration, Human Factors, Theory, Experimentation
This talk presents the result of a study of the impact of 11 Serious Games onto 121 persons.
Keywords : Serious Games, Serious Play, Impact, Message