Our editor has just published an eBook version of our book "Serious Games: an introduction". This version meets the request of several readers who asked us an electronic format. It is available here. For the occasion, our editor has put online the first 32 pages of this 2nd edition of the book in free access. Enjoy!
Keywords : Serious game, Serious Gaming, Serious Play, eBook, Health, Learning, Market, Communication
================================================================================= International Scientific Symposium "Games for all purposes? Appropriation, Repurposing and Rejection" ================================================================================= On 4 and 5 June 2013 in Valenciennes, during the "e-virtuoses" scientific convention, dedicated to the use of games and play (digital or not) for utilitarian purposes, we will host a scientific
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Keywords : Serious Game, Serious Gaming, Gamification, Serious Play, Evaluation, Uses, Organisation, Transformation
The field of Digital Humanities is becoming more exciting as the number of low-cost or free mobile and desktop applications flood the market allowing users to accomplish tasks that only a few years ago were either not possible or required complicated coding or high-end ... References (1): Djaouti, D., Alvarez, J., Jessel, J.-P., & Rampnoux, O. (2011). Origins of serious games. In M. Ma, A. Oikonomou & L. C. Jain (Eds.), Serious games and edutainment applications
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Keywords : Serious game, Retro Serious game
This book unveils the story of a very important home console: the Sony PlayStation. Thanks to the interviews of more than twenty people who worked on this project, the author, also a member of the team, invites us to a journey behind the scenes of the creation process of this console. By mixing these various interviews, each chapter of the book details the different stages of the PlayStation project: an awkward beginning when Sony partnered with Nintendo to create a CD-Rom drive for the Super NE
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Keywords : playstation, revolution, sony, men in the shadows, industry, home console
This book unveils the story of a very important home console: the Sony PlayStation. It focuses on Ken Kutaragi, the key person in this project, who is today acknowledged as the "father of the Playstation." The author tells us how this visionary engineer lead Sony to tackle the home video game console market, in spite of the vigorous opposition shown by many other people in the company. Each chapter of the book details the different stages of the PlayStation project: the initial inspi
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Keywords : playstation, revolution, sony, ken kutaragi, industry, home console
An introduction to the exciting world of Serious Games The month of November IUM recently played host to none other than renowned researcher and consultant Dr. Julian Alvarez who was presenting a lecture to students on Serious Games and Game Technologies. He talked to students of the course Fundamentals of communication and advertising which is overseen by Professor MN. Jauffret-Cervetti. He mesmerized the students with the technology behind Advergames, Edumarket games and gamificatio
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Keywords : Serious Game, Advergames, Conference, Communication, Gamification
The Serious Game concept connects video games with the opportunity to broadcast messages, provide training, or enable data collection. Many different market segments make use of such games, including: training, health, defense, communications, politics, etc. The authors present their definition of Serious Games, recount its history, identify the major market segments involved, present key games, and determine whether Serious Games represent a technological innovation or a change in video game us
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Keywords : Serious Game, Serious Gaming, Serious Play, Simulation, Video games
This book analyses the modern wave of board games coming from Europe (mainly Germany), such as: Settlers from Catan, Carcassone, Ticket to Ride, Agricola, etc. After an introduction aiming to define the different kinds of "non digital" games (mass-market games, wargames, hooby games, etc.), the author details the captivating history of Anglo-American board games between 1960 and 1995: Acquire, Monopoly, Civilization, Illuminati, etc. The book pursues with the history of board games in
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Keywords : eurogames, board games, hobby games, history, study, players, culture
Abstract : According to the french government, the video game industry has now reached a turnover of 3 billion euros (or 10% of the turnover of the french cultural industry), making it the second European country. This market could reach 3.8 billion by 2014, that is a 27% increase in 3 years. Video game was since always an entertaining technology, not requiring the player a significant interaction or intellectual investment result. Today, video games require more and more players to interac
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Keywords : Video game, State of the art, History, Use, Innovation
This book a call for all amateurs creators around the world to use videogames as means for their personal expression. The authors states that most commercial videogames are guided by market analysis more than creativity, as she concludes that this trend results in locking the expressive potential of videogames. But for Anna Anthropy, an American game designer recognized for its unique creations, there is still some hope left: what the industry can't or don't want to produce, the amateur game des
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Keywords : amateur, indie