During this joint talk with Ben Sawyer, we presented a deep look on the classification of Serious Games, and the possible links between videogames-related and serious games-related classification systems. Talk slides (space bar or left / right to navigate) Video recording of the talk (4 parts)
Keywords : classification, serious games
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
A Serious Game released by the builders of an ecological town, called Andromède, in order to raise people awareness about the way to create and manage ecological public gardens. Will you manage to create a nice park while avoiding to waste water? Publications related to this project Damien Djaouti "Serious Game Design - Considérations théoriques et techniques sur la création de jeux vidéo à vocation utilitaire" Th&e
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Keywords : serious game, ecology
This conference is part of a workshop entitled “Deconstructing video games? Ways to build a coherent offer in toy libraries”, taking place at the 11th International Congress of Toy Libraries. This presentation explores the way in which video games are classified, using a formal system and Gameplay Bricks. In concrete terms, the idea is to use Objective and Means Bricks to identify gameplay families. By classifying such families, we can establish a taxonomy of video games. With such a
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Keywords : Gameplay bricks, Classification, Deconstruction, Formalism, Taxonomy, Video game, Formal system, Database
This presentation was part of the workshop entitled “Deconstructing video games? Ways to build a coherent toy library offer”. Its aim was to show how video games can be deconstructed through formal deconstruction, in the same way as Vladimir Propp did with Russian fairy tales in 1928. The result is a set of gameplay bricks: bricks of results, means and conditions. Based on such elements, the idea is to share with the public whether it would be possible to establish a classification o
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Keywords : Gameplay bricks, Classification, Deconstruction, Formalism, Taxonomy, Video game, Formal system
Presentation of the workshop: The idea of video game ratings is far from new. There are many and varied “free classification” systems used by the video game industry, the trade press or simply by gamers. However, while these systems are an important part of common video game culture, they are unfortunately not suitable for cataloguing or classifying all existing video games.Indeed, these so-called “free” systems follow the course of video game evolution: categories a
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Keywords : Classification, Videogame, Game library, Deconstruction, Structuralism, Gameplay bricks, Taxonomy, Formal system
The aim of this presentation was to present the definitions of serious games and retro serious games, and to examine how they can be associated with learning. At the end of the presentation, the Mind'Up game developed by Orange Labs was presented to illustrate how learners could be led to discover the history of telecommunications. Mind'Up is a puzzle game that invites participants to search the Internet for answers. The aim of this approach is to encourage participants to make hypotheses b
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Keywords : Serious Game, Pedagogy, Quiz, Enigma, Serious game design, Edutainment, Definition, Design
Download PPT of the presentation
Keywords : serious game, marketing
The aim of this paper is to focus on the “infra-narrative” level of video games, i.e., the elements that lie below or on the bangs of the main narrative. In this formal referential, the question is to apprehend whether gameplay bricks can constitute narrative functions and modalities. This approach refers to the work of Vladimir Propp, who in 1928 identified a set of functions in a corpus of Russian fairy tales.
Keywords : Gameplay, Semiotic, Narrative, Narration, Gameplay Bricks, Formal deconstruction, Narrative functions, Storytelling