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
This presentation explains the concepts of Serious Game and gameplay bricks. SGSE 2007 - Conférence Julian Alvarez & Damien Djaouti envoyé par lyongame
Keywords : serious game, gameplay
Video documentary which illustated this debate The aim of this presentation is to examine whether the use of Serious Games is a potential source of inequality for female students. In 2009, 61% of boys played video games, compared with 39% of girls. What's more, the video game industry employs a minority of women as game designers (5%). Against this backdrop, what solutions can be applied in higher education to put female and male learners on an equal footing? A pedagogical approach that put
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Keywords : Serious Game, Game Design, Pedagogy, Equal opportunities, Project-based learning, Female audience, Serious Game Design
This presentation was given as part of a seminar at IRIT (Toulouse Institute of Computer Research). The aim was to outline the experimental protocol used to study the reception of the general public in understanding the scientific work carried out at the Gargas site. The idea is to compare 3 approaches: a digital device for drawing on an interactive whiteboard, a serious game and a virtual exploration of the cave in 3D.
Keywords : Virtual environment, Serious game, Cave, Reception study, Interactive whiteboard, Virtual reality, Scientific mediation
For many children, video games are an important part of their free time.For parents who don't feel they have a place in this activity, they often prefer to limit the amount of time they use it. This role of regulator is very important to avoid excess. However, parents can also play an exciting role: that of mediator.Parents can help their children take a step back from this playful activity and help them to understand the nature of digital images and their meanings, to decode the messages convey
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Keywords : Serious game, Message, Mediation, Digital literacy, Video game, Education
Title: Discussion about Virtual StoryTelling (Behavioural Simulation) and Serious Games (Female Gaming) Date: 2nd February 2007Room: EMG.44Time: 14.25pmSpeaker: Prof. Jean-Pierre Jessel Abstract: Professor Jessel will discuss Virtual storytelling from the perspectives of behavioural simulations, VR and scenario development. Olivier Rampnoux and Julian Alvarez will the discuss the issues and challenges on how to take into account the female public within serious games?&
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Keywords : Serious game, Teaching, Gender, Female public, Design, Serious game design, Video game, Game Design
A round-table discussion on edutainment, focusing on ethical and deontological issues when creating games:What are the ethics involved in creating games?What are the risks? What are the safeguards?How do games and education interact?
Keywords : Serious game, Video game, Ethics, Deontology, Design, Edutainment, Game design, Serious game design
During this conference, the aim was to present the Edumarket game concept. This corresponds to a Serious Game combining an educational dimension and a brand. This raises a number of ethical questions: is it conceivable to teach children to read, with the parallel introduction of a brand in a school setting, for example? At the same time, using a video game to teach is in a way promoting a license that students are likely to consume after class...
Keywords : serious game, Edumarket game, Ethic, Branding, Advertising, Licence