A 50-minutes conference with 6 speakers about the industry of Serious Games.
Keywords : serious game, industry
Introductory one-hour conference to discover what a “Serious Game” is: 1- Concept and notions * What is a SG? * Which users? * Size of sector? * Market segments penetrated? 2- Financing and implementation * How much does a GMS cost? * How can a GMS be financed? * What kind of aid is available? * Which partners? * What are the benefits (ROI)? * How long will it take? * Where are SGs located in different geographical areas?
Keywords : serious game, introduction, Uses, Serious Game, Cost, Definition
The e-virtuoses is an international event dedicated to Serious Games. It features a rich program of international conferences about the future of the field, a Serious Games Awards ceremony to celebrate the best titles of the moment, alongside with a scientific symposium focused on the analysis of Serious Games. The event took place from May 23rd to 24th in France, in the city of Valenciennes, near Lille.
Keywords : serious game, conference, awards, international, scientifique symposium
JIES Paris 2012 days approach the topic of the game in sciences education. Intended for the professionals of education, these days are centered towards the reflexion on the relationship between sciences, technology, trainings and games. Ludoscience, represented by Julian Alvarez, was invited to take part to the event May the 3rd. Thank you Traces for its invitation. We will return with pleasure to exchange again with the actors who question themselves on the introduction of the
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Keywords : Education, Learning, Game
A conference organized as part of a medical symposium to examine the use of Serious Games in the healthcare sector. In particular, the idea is to study their contribution to therapeutic education and to reflect on their use and evaluation.
Keywords : Health game, Serious Game, Therapeutic education, Assessment, Uses, Medical
Julian Alvarez will present the results of a study conducted at Orange Labs between June 2008 and September 2009, with a view to evaluating and analyzing the impact of serious game-type electronic communications on the general public (message perception, emotional reactions...). As the notion of impact cannot be reduced to these simple perimeters, these are the approaches that seem most accessible for starting this research work. Studying the impact of a serious game on individuals, or assessing
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Keywords : Serious Game, Impact, Assessment
Keywords : serious games, classification, quantitative analysis
Keywords : serious game, education, creation
Keywords : serious game, player tracking, assessment
Keywords : serious games, master class, game design, tools