Serious games have become a key segment in the games market as well as in academic research. Although the number of games that identify themselves as belonging to this category as well as the research done on their effects has been rapidly growing, there has thus far been no attempt to define all of the various opportunities that digital games provide for learning. To address this issue we look at existing definitions of serious games and their potential for learning. We identify the shortcoming
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Keywords : Serious game, Learning
This book deals with the rich history of videogames and cinema, and more specifically their relations with American movies. The author details with a high level of precision the various links between the movie and videogame industries, such as the numerous movies-games and games-movies adaptions. But the author doesn't remain at a surface level, he pursues his analysis at a deep level: he studies the evolution of games-movies relations according to the different economical eras of the videogames
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Keywords : cinema, videogames, hollywood, thesis, mario, donkey kong, warner
This book aims to deconstruct the "positive discourses about video games", that helped it to be regarded in a less negative way as the time went by. While the topic is very interesting, the extremely small size of this book (96 pages in very small A6 format) prevents him to reach this goal. Instead of a rigorous analysis that such a topic requires, the authors limit themselves to some broad and bold critics (such as the french university being under the order of the video game industry
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Keywords : critic, video game, positive discourse, media
A book introducing the so-called "game theory", which explains the numerous aspects of this research domain halfway between maths and economy. The author presents different kinds of "games", i.e. problems that allow him to introduce the various components of the game theory: zero-sum games and non zero-sum games, games with rational or irrational players, with or without collaboration, etc. While this book is exhaustive and while the author seems to master this topic, this bo
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Keywords : game theory, introduction, maths, economy, expert
A scientific book gathering 28 contributions from researchers who are specialized on Serious Games, over 530 pages. The covered topics are wide, ranging from the definition of "Serious Games" to the advantages, limits, and practical use of games for education and social change. An interesting book featuring the work of some recognized researches in the field: James Paul Gee, Henri Jenkins, Yasmin Kafai, Debra Lieberman, Joost Rassens, etc.
Keywords : serious game, scientific research
1 Introduction As one of the fastest growing segments of the global entertainment market (Szalai, 2007), video games have come to represent a wide spectrum of values in terms of expectations and design decisions of the groups involved in their development and publication. Despite a rapidly expanding market, changing demographics and growing global economic importance, regional differences in game designs have yet to be fully explored. The underlying premise of this research is that game com
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Keywords : Video games, Genre, Game components
This paper proposes a methodology for assessing the coherence of a serious game.Given the extreme diversity of serious games, this methodology is based on the postulate of defining such objects as computer applications combining serious content with a videogame structure. The approach presented in this article is based on the formal deconstruction of “gameplay”, by reducing game rules to elementary functions. The ludic structure, thus formalized, can then be confronted with the utili
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Keywords : serious game, coherence, analysis, gameplay bricks, Evaluation
A tiny (80 pages) scientific book gathering 8 contributions from researchers who are studying Serious Games for education.
Keywords : serious games, education, scientific research
Spinoff created from Game Classification, this website aims to gather and classify as many Serious Games as possible. Therefore, it relies on a classification model designed for Serious Games, the G/P/S model (Gameplay / Purpose / Scope). http://serious.gameclassification.com/ Publications related to this project Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Olivier Rampnoux "Origins of Serious Games" Minhua Ma, Andrea Oikonomou, Lakhmi C. Jain (eds.), « Serio
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Keywords : serious game, classification
In this book , James Paul Gee, a researcher in learning sciences, explores the potential of (all) video games for learning. Through an analysis of entertainment video games, he deduces a set of 36 "learning principles" used by video games to teach content or skills to players. This book then details these 36 "learning principles", such as the "multiple routes principle" or the "incremental principle", in order to give ideas to teachers on how to improve th
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Keywords : video game, learning principle, serious gaming