a b s t r a c t Immersive technologies such as virtual environments and augmented reality have a clear potential to support the experiencing of cultural heritage by the large public, complementing the current tools and practices based on tangible goods such as museums, exhibitions, books and visual content. Serious games – videogames designed for educational objectives – appear as a new tool to learn cultural content in an engaging way. In this paper, we will provide an extensiv
[...]
Keywords : Cultural heritage, Serious Game
(Broacasting our studies)
AbstractNowadays the issue of learning through play has been raised because of the generalization of the use of video games. In the 1990s, the concept of game-based learning stood out and offered educational software claiming a play environment. In the 2000s, as the game-based learning didn’t seem to keep its promises, the concept of serious game stood out and offered new applications based on the video game culture. The founding title financed by the United States Armed Forces, America&rs
[...]
Keywords : Serious games, Edutainment, Learning, Education, Video game
This book tells the story of Dungeons & Dragons, a game that gave birth to the "pen and paper role playing" genre, highly popular in the 80's and 90's. The book details the origins of the game, co-designed by Gary Gygax and Dave Anerson in 1974, alongside with the epic tale of TSR, the company created by Gygax to sell this innovative game. The book mix chapters about the history of the game with more personal chapters, where the author remembers his owns role-playing sessions. Whil
[...]
Keywords : dungeons & dragons, gary gygax, dave anerson, tsr, pen-and-paper role playing game, history, greyhawk, blackmoor
Games History is a series of magazines in a book-like format (similar to Pix'n Love and IG), with 200 pages dedicated to a defined genre of video games. This third issue is focused on the history of racing games on home consoles. The book starts with a brief general history of racing games on arcade cabinets (70-80's) and on 90's home consoles. It then goes into more details about popular series such as Gran Turismo, Forza Motorsport, Ridge Racer, Need for Speed, Burnout, Formula One, Colin M
[...]
Keywords : history, racing, console, video game, car, images
The biography of Yoshihisa Kishimoto, a japanese game creator unknown by the general public, although he created one of the most famous videogame series: "Double Dragon". This well written book is full of pictures and starts by telling you the childhood of this little-known genius, alongside with his thug-like youth where he was always eager to fight inside and outside of school. He hopefully changed his lifestyle before becoming a real criminal. Fond of movies, he then started to crea
[...]
Keywords : yoshihisa kishimoto, double dragon, kunio-kun, renegade, thunder strom, road avenger, vier, biography
Abstract:This paper presents the design and implementation of a mini map navigation system into an RPG Action Adventure game created using Unity3D game engine with the goal of improving the usability and user experience. The main aim of this work is to find out how a mini map navigation system can be beneficial to the end user and improve the over game play of a video game. The mini map can help reducing the user frustration, as well as aiding story progression so that it keeps the user immersed
[...]
Keywords : Games, Navigation, Prototypes, Usability, Animation, Cameras, Computers
Games History is a series of magazines in a book-like format (similar to Pix'n Love and IG), with 200 pages dedicated to a defined genre of video games. This second issue is focused on the history of 2D versus fighting games. The book thus retrace the history of popular series such as Street Fighter, King of Fighters, Guilty Gear, Mortal Kombat, Fatal Fury, Darkstalkers, Samurai Shodown, Killer Instinct, alongside with some less known titles like Arcana Hearts or Battle Fantasia. While it's not
[...]
Keywords : history, versus fighting, street fighter, mortal kombat, king of fighters, guilty gear, ken bogard
This tiny 100 pages book attempts to tackle a broad question: "Why do people like video games?" The author starts with a quick definition of video games and game genres. He then details the different kind of pleasures video games have to offer: freedom, multiplayer cooperation, immersion, artistic feeling, exploration, and relationship with a virtual pet. While the book is pleasant to read and filled with many relevant examples, the small number of pages prevent the author to fully dev
[...]
Keywords : video game, pleasure, freedom, social interaction, immersion
Abstract: The new media have brought with them new forms of engagement with history. Jáchym Topol’s most recent novel, which plays with a grotesque war of memorial strategies in the Czech Republic and Belarus, reacts to this challenge with intermedial references, including structural imitation and a computer game. This article describes the textual means of creating an immersive experience that include literary modelling of the narrative strategies on the first-person shooter c
[...]
Keywords : Transmediality, Fictional immersion, Computer gaming, Culture of memory, Collective memory, Representation of history, Jáchym Topol, Novel
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
[...]
Keywords : Serious game, Learning