Digital technology users are growingly involved in what has been described as convergence culture or participatory cultures. In this context, a major role is played by user-generated content. This article focuses on the participatory practices related to Little Big Planet (LBP) 1, a PlayStation platform video game that encourages users to create and share their own gaming levels. Our theoretical framework refers both to convergence culture and to a specific perspective of game studies that focus
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Keywords : User-generated video gaming, Participatory cultures, PlayStation Network, Little Big Planet
This book focuses on a little known and hardly discussed period from the history of video games: the ends of the 70's, and more specifically the 1976-1980 years of the home consoles. The books explains how, after Ralph Baer's pioneer invention of the Magnavox Odyssey, and the success of Pong in arcades, home video games takes over TV sets around the world thanks to... General Instrument. Indeed, the introduction of a new integrated chip, copying Pong and sold for a few dollars only, allowed many
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Keywords : pong, globalization, economic history, home console, 70's, japan, france, usa
Ludoscience is a non profit organization aimed at studying game and its uses. In the context of research and conservation of heritage videogame work, we collect edutainment titles, edugames and other educational games from all eras and all supports.If you have such securities and that they clutter up you... Think about us! :)Please contact us to send your titles.Thanks also to bring the announcement around you... Ludoscience Team
Ambient Intelligence technologies can play an important role in enriching the education and learning experience. Such technologies offer students increased access to information within an augmented teaching environment which encourages active learning and collaboration, enhancing their motivation to learn. This paper focuses of transferring painting into the Ami environment through the usage of an augmented digital surface as a painting canvas, and offering interaction through augmented physical
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Keywords : Learning, Painting
Abstract Microsurgery of the middle ear requires high dexterity due to the finesse and the extreme sensitivity of the structures involved. Learning this surgery is delicate and is performed at the end of the residency. This work focuses on the development of a mechanical finite element model of the anatomical structures that compose the middle ear in order to design a surgical simulator. The objectives are to provide a versatile tool for learning and training of the surgery by surgical pra
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Keywords : Medical and surgical simulations, Robotics, Computer science, Haptics, Minimally-invasive, Educational, Microsurgery
Following the first book in the series, this book continues to explore the history of controversial video games. This second volume focuses on games about "torture" (Mortal Kombat, Night Trap, Chiller, Manhunt, Mad World...) and horror-themed games (Resident Evil, Silent Hill, The House of the Dead, Sanitarium, Rule of Rose...). Each game and the media controversy that accompanied it are presented using a variable number of pages. Here, this book tends to suffer from the same flaw as t
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Keywords : violence, torture, horror, controversy, addiction, media
Over 300 full-color pages, this book focuses on one particular aspect of video games: music. Seven thematic chapters details the impact of the technological evolution on video game music, the similarities and differences between game music and movie music, the various ways music is actually used in video games, the wave of rhythm games, and the rise of rearranged OST and concerts. Each chapter is concluded with a short biography of the main compositors cited as examples, and the last book chapte
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Keywords : music, j-rpg, concert, rearranged album, compositor, video game, history, analysis
Les vertus pédagogiques des « serious games »Après les écoles, l’université utilise les jeux sérieux, des nouveaux outils collaboratifs et professionnalisants On connaissait les «serious games» – «jeux sérieux», en français – pour les entre- prises; à l’heure où les questions d’innovation pédagogique se mul- tiplient, de nombreuses universi- te
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Keywords : Serious Game, Mooc, Learning, University
Special session about serious gaming during the 6th Global Conference: Video Games Culture Project, from Thursday, 17th July to Saturday, 19th July 2014, Mansfield College, Oxford, United Kingdom. Key words: serious games, serious gaming, education, projects with students, level design, case studies SimCity in geography lessons, Civilisation V for non-violence education, Read Dead Redemption as a means of addressing the history of the Far West… These
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Keywords : Call for papers, Serious Gaming, Serious Game, education, projects with students, level design, case studies, Modding
For almost ten years, serious games have been becoming more and more popular in large French companies, especially toward human resource managers who use them to recruit, integrate, train, support, develop, communicate and sensitize. However, few research papers are based on the academic literature in management science. The purpose of this paper is to build a typology of serious games based on their use in human resource management. To construct this typology, an inventory of all serious games
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Keywords : Serious game, Ressources humaines, Cartographie, Usages, Grandes entreprises