In this document we present proposals for merging the fictional game world with the real world taking into account the profile of casual players. To merge games with reality we resorted to the creation of games that explore diverse real world elements. We focused on sound, video, physiological data, accelerometer data, weather and location. We made the choice for these real world elements because data, about those elements, can be acquired making use of functionality already available, or forese
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Keywords : Casual games, Pervasive games, Sound, Video, Physiological data, Electrodermal activity, Accelerometer, Weather
Keywords : serious games, game creation tools, project based learning
In a video game design teaching course, we chose to replace the creation of entertainment videogames by the creation of Newsgames (i.e. Serious Games about news topics). Thanks to this change, our course seems to be able to enhance the critical thinking skills of students while still teaching them how to design videogames. For example, several students designed different videogames about the same news topic. This project required them to exchange their own opinions and discuss about the news top
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Keywords : newsgame, design, project based learning
Serious games are becoming increasingly important in Education. Generally, the creation of a serious game must take into account both the gaming aspects and the educational aspects from the beginning of the design. An other approach is increasingly used: gamification. It allows to add fun aspects to an already existing application. In addition, players have different sensitivities regarding the use of some&nb
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Keywords : Gamification, Personalisation, Memorisation, Help
Abstract Social, economic and global changes make it difficult to predict what the future might hold. Creativity is one possible response to these changes. Indeed, creative skills enable students to face the complex nature of life. As a result, creativity has become significant in education, and is regarded as an important objective to be addressed in the curriculum. Nevertheless, creativity is not always promoted in schools. Rather, there are those who claim that many educational systems hinder
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Keywords : Game design, Creativity, Game-based learning
This autobiography is composed by the personal journal of Jordan Mechner during the creation of his famous game Karateka (1984). The authors tells us about his thoughts, his doubts, his joy, and more specifically about the different steps towards the creation of this popular game. A very interesting read, despite a rather "rough" writing style : this book allows you to literally enter inside the head of Jordan Mechner, a creative genius with a lot more doubts and fears that we cou
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Keywords : biography, jordan mechner, karateka, artist, creative process
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
A quick update on the website to add some new publications and projects in which we were involved. Regarding publications, you'll find a couple of posters displayed at the VS-Games 2012 conference to present two ongoing research projects. The first one is titled "TBL3D: Towards Serious Applications for Telescope Maintenance and Control", and presents a Serious Games project about the giant Telescope of a french observatory (download the poster). The second poster details a q
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Keywords : projects, publications
Abstract: When we talk about video game, we observe that people who modified it are those who best knows its content. Thus we can consider game modifications as a way of knowledge appropriation. In this paper, we apply this model to learning games, positioning the research project in a Web 2.0 approach. If the content of a game can be learned by playing it, it can be more deeply understood by making this game evolving. The Web 2.0 is not defined by its technologies, but by the way of using
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Keywords : Modding, Game development kits, Learning game 2.0, Collaborative learning
Craftyy is a tool designed to ease the creation of videogames without requiring any kind of technical skills. Paired with an online sharing platform, it's designed to foster collaborative game design. Any game created with it is place under a Creative Commons licence (BY-NC). Hence, anyone can pick any of the game hosted on the platform, and easily create its own "remix", then share it again to the plaform. Still under construction, Craftyy needs you to continue. If you are
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Keywords : game design, gaming 2.0