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
Summary: This thesis is situated on the border of the Computer Science and the Social Sciences. It concerns the conception of Serious Games and their use within the context of targeted learning. By a Serious Game we mean a computer application, whose initial intention is to combine coherently the serious aspects (Serious) in a neither exhaustive nor exclusive manner, with instruction, learning, communication or further on information, assorted with the playing aspect of Video Games (Game).
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Keywords : serious game, gameplay, teaching
This article proposes to focus on the various types of Serious Games. Inspired by the video games, we find a great diversity of applications. We propose a classification within Serious Game while differentiating them from simulations for the moment. The question of the link between the initial intention of the game designer and the part played by the implementation of objectives gives us an Ariadne’s thread to be unrolled. The posture adopted by the player particularly in simulations const
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Keywords : serious games, classification
This paper is part of an experimental approach aimed to raise a classification suited to videogames. According to the methodology that Propp used for its classification of the Russian tales, we have found recurring diagrams within the rules of videogames. We named these recurrent rules "GamePlay bricks", as the combination of those bricks seems to be an interesting way to classify video games. In this article, we will study the nature of “GamePlay bricks”, especially the li
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Keywords : classification, gameplay, video games, rules, bricks
This book is a detailed study of the expressive potential of video games. The author analyses many examples of games broadcasting messages, related to politics, advertising and education. This study allows Ian Bogost, a media researcher and game designer, to introduce the concept of "procedural rhetoric", i.e. the use of games rules to broadcast messages. This book is very brilliant: full of relevant examples, it features an analysis that will undoubtedly inspires any creator or resear
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Keywords : serious game, procedural rhetoric, analysis, research, example
This tiny 88 pages book attempts to provide a introduction to the world of video games to people who doesn't know anything about them. It begins with a quick summary of the history of video games, followed by a detailed presentation of the main games genres. It then presents the main steps of the creation process of a video games, and ends with leads for their future. The book is written in a way that makes each topic covered over two pages only: video games from the 70's, the 80's, the 90's, ac
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Keywords : video games, introduction, history, genres, design
This article explains the difference between a large variety of Serious Games and tries to propose a classification to understand this type of video games. We explore the connection between the goal of the game designer, the objective of the game and the posture of the player. Finally, we explore how we can create some serious game to make corporate communication or educative program.
Keywords : serious game
This paper is part of an experimental approach aimed to raise a video games classification. Being inspired by the methodology that Propp used for the classification of Russian fairy tales, we have cleared out recurrent diagrams within rules of video games, named "Game Bricks". The combinations of these different bricks will allow us to represent a classification, in accordance to their rules, of all the video games. In this article, we will study the real link between these bricks and
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Keywords : Classification, Rules, Video Games, Gameplay
This book is a reprint of one of the most iconic texts on the use of video games for education. First published in 2000, it aims to demonstrate stakeholders, teachers and other education professionals how video games can enhance learning. The book thus presents a lot of interesting examples coming from school education, adult education and defense. While the book tone is more evangelist than scientific, especially when read today, it remains a very rich and thought-provoking introduction to the
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Keywords : game based learning, digital games, learning, examples
The aim of this article is first to present V.E.Ga.S., a tool which intend to classify video games, study their nature and to corroborate hypothesis by a pragmatic approach. It consists in studying a significant number of video games in order to index their composition of elementary “game bricks”. Basing our study on this bricks and crossing them, we try to classify and study video games. In a second time, this paper presents the classification deduced from the results of V.E.Ga.S.
Keywords : Classification, Bricks, Experimental Methods, Gameplay, Game design, Video Games, Morphology, Taxonomy