This books tells the history of Player One, a French magazine dedicated to home videogames and manga, alongside with its various spin-offs such as Nintendo Player, Ultra Player, Manga Player and Player Station. Thanks to the interviews with most of the journalists who wrote for it, this 300 pages books gathers a lot of unique information. It starts with an introduction detailing the arrival of Manga and Anime in France, a context in which a company called Média Système Edition firs
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Keywords : player one, history, france, press, manga
Debate organized by the Café PedagogiqueA debate around Serious Games and Pedagogy. Animator:François Jarraud, rédacteur en chef, Café pédagogique Guests :Julien LLanas, professeur d’histoire géographie, Damian Nolan, PDG de Daesign, éditeur de formation multimédia, Julian Alvarez, Chercheur, l’Institut fe recherche en informatique de ToulouseTony Fortin, Fondateur, Site Planetjeux
Keywords : Serious Games, Pedagogy
Formation. L’université du Mirail a consacré, le 23 octobre, une journée aux « serious games », une formule qui s’appuie sur les jeux vidéos pour réaliser de la formation. Une niche de marché récemment mise en avant par un appel à projet du ministère de l’économie...
Keywords : Serious Games, Compagny
Over a series of 7 books, Florent Gorges wrote the most complete history of Nintendo. The texts are easy to read and full of unique information, and are illustrated with many pictures of all the games and toys created by the company. This second book in the series is focused on the "Game & Watch", a series of portable electronic games that all kids over the worlds used to enjoy. An absolute must-read book.This book was translated into English in 2012 under the title "The Hi
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Keywords : history, nintendo, game & watch
This book is dedicated to arcade video games in Japan. Each of the 9 chapters of this book is dedicated to a specific kind of arcade game: UFO Catchers (mechanical games where you have to catch objects with a grip), Puriruka (improved photo booths loved by teenagers girls), rhythm games, shoot'em ups, fighting games, games of chance (Pachinko, Mahjong...), dedicated arcade games (for those seeking adrenaline through Taikan games), retrogaming (arcade games from the 80's and 90's still played tod
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Keywords : arcade, japan, versus fighting, shoot'em up, ufo catcher, rythm game, purikura, players
Distance learning technology used at the beginning of 2000s has not gained a wide approval. Recently, the numerous new options rendered possible by NTIC development have not yet been analyzed or interpreted properly and a through indepth study of e-learning is lacking. We distinguish three on-line methods of e-learning. Rapid learning consists on static information publishing which, in best cases, can have knowledge tests or spoken information. To improve this, a training by “scenarios&rdq
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A serious game designed to present an ecological town called Andromède, located in France. The player is asked to explore the twon and discuss with its inhabitants in order to get information. This information will then be used to write down an article about urban ecology. Please note that, when the game was designed the ecological town was still under construction. So we had to use CG images created by the artchitects of the town to create the game. Publication
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Keywords : serious game, ecology
Over a series of 7 books, Florent Gorges wrote the most complete history of Nintendo. The texts are easy to read and full of unique information, and are illustrated with many pictures of all the games and toys created by the company. This first book in the series is focused on the numerous creations made by Nintendo before entering the video and electronic games market: playing cards, toys, arcades, and some weird stuffs like office supplies. An absolute must-read book.This book was translated i
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Keywords : history, nintendo, toys, cards
Fitness, lutte contre la maladie d'Alzheimer, formation continue..., les jeux vidéo trouvent de nouveaux publics. Désormais, les jeux vidéo servent aussi à garder la forme. En commercialisant en avril dernier le jeu Wii-fit, pour faire des exercices physiques devant son téléviseur, Nintendo s'est attaqué à un marché très porteur: celui de la santé. "Ce jeu combine la demande d'interactivité du public a
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(Broacasting our studies)