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
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
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
The aim of this article is to present a classification of video games deduced by a pragmatic approach. The methodology consisted in indexing a significant number of video games by taking account their elementary “game bricks”. At last all these combinations have been studied in a database called V.E.Ga.S. Access to proceedings
Keywords : Classification, Bricks, Gameplay, Taxonomy, Game, Play, Morphology
This paper presents the project of extension of the on-line learning system Sphinx to multimedia capabilities. Sphinx is actually used by the students of the University Laval at Quebec in an artificial intelligence course. This system enables the student to revise during their course and before the exams. The originality of the method rises in collaborative way of working, each student adding comments on the others. This interactivity has reach its boundaries and a new way is arising in order to
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Keywords : pédagogie, Video Game, Avatar, Virtual Companion, Serious Game
A 700 pages introductory bible to the many concepts of Game Design. This book is an updated and revised edition of "Andrew Rollings and Ernest Adams on Game Design", and it's still divided in two parts. The first one is explaining the fundamental concepts of video game design: game design process, game mechanics, balancing, storytelling, characters, level design, etc. The second part of the book presents the main video game genres (action, adventure, simulation, sports, etc.) and their
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Keywords : game design, introduction, genre, beginner
The aim of this article is to present V.E.Ga.S tool, which intends to classify video games, study their nature and to corroborate hypothesis by a pragmatic approach. The approach has been inspired by the methodology of Vladimir Propp, who has classified Russian Tales at the time, as well as on the works and the "iterative" approach of the game designers Katie Salen and Eric Zimmerman. The approach consists in studying a significant number of video games in order to index their composit
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Keywords : Classification, Game design, Video Games, Morphology, Taxonomy, Bricks, Experimental Methods