As you may have noticed, these last months have been quiet for Ludoscience. Don't worry, the lab is still running, it's just that we have all been so busy with our current projects, that nobody had the time to actually update the website! As these projects near completion, in the upcoming weeks we will have new projects to share with you, including... a new book written by all the Ludoscience members! In the meantime, here is a selection of our activities during the last months: Our b
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Keywords : ludoscience, news, conferences
AbstractVideo games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when brought into the classroom, ranging from pragmatic issues (e.g., a high development cost) to deeper educational issues, including a lack of understanding of how the students interact with the games
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Keywords : Serious games, Game learning analytics, Learning analytics, Game analytics, Educational standards
Background: Serious games are computer or video games that contain elements that are specifically designed for the purpose of education or training. Serious games are increasingly being used within healthcare, but their introduction into and application in psychotherapeutic settings as an e-mental health treatment modality raises questions for both patients and therapists. Current research demonstrates the potential role and effectiveness of serious games within a psychotherapeutic context.
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Progressively, a kind of paradox is created through the scientific literature related to the game and play fields. The number of works dedicated only to video games conceals gradually the works dedicated to traditional games, although there are always strong links between those two kinds of games. It seems thus clear that a mutual lighting should make us wonder about the singularity or complementarities of the two areas. We propose to look at some of these existing links and contrasts between tr
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Keywords : video game, tabletop game, board game, Serious games, Gameplay, Play, e-sport
The main research question addressed in this thesis is how the choice of game type influences the success of digital educational games (DEG), where success is defined as significant knowledge gain in combination with positive player experience. Games differ in type if they differ at least by one game feature. As a first step we identified a comprehensive set of unique game features, summarised in the Game Elements-Attributes Model (GEAM), where elements are the defining components that all games
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Keywords : digital educational games (DEG), Game Elements-Attributes Model (GEAM), Video Games, Classification
The IDATE institute proposes for free the 2010 Serious Games study. It is the 2nd edition. The first one was published in 2008. The serious gaming market is of considerable importance. As the link between traditional video games and practical software, serious games offer a genuine opportunity to develop a sector that is all too often considered a niche. Furthermore, they offer huge potential for growth: "In 2008,” comments Laurent Michaud, project leader of the report
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Keywords : Serious Game, Serious Gaming, Market, Health, Communication, Advertising, Military, Education
AbstractThis article summarises our Ph.D. thesis – an analytical view on the player-game relationship through the lens of an action-oriented framework, centred on fundamental entities defined as actors, entities through which action is enacted in the game and of which the player and the game system are a part of. With this in mind, the grounding principles of this framework are seeded in a transition of action into experience, based on communicational systems that structure the dynamic for
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Keywords : Action, Chronology, Design, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Depth
Abstract: The article is dedicated to trending topic on gamifi cation of education. Nowadays video games and game technologies are important parts of modern educational technologies. The aim of the study is to develop mechanism for determining the possibility of using video game mechanics in gamifi cation. The authors described the classifi cation of video games and game mechanics based on literature review of English and Russian authors. The new evaluation method based on the computation o
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Keywords : Gamification, Education, Video games genres, Video games classification, Game mechanics, Gameplay, Method to evaluate gameplay, Flow state
Grounded on a perspective in which action is a defining trait in video games, this work proposes the development of an action-oriented framework focused on the analysis of the relationships between the player and the game system centred on the existence of actors, which we define as entities responsible for the actions that affect the game – a category in which the player and the game system are included. We describe the grounding principles of this framework as focused on a transformation
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Keywords : Action, Chronology, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Design, Depth
This PhD thesis explores the field of therapeutic games in order to propose methods and tools for the game designer of such games. The most fundamental design problem of therapeutic games is the gameplay, ie. the game objectives and the actions the player does to address the objectives. In therapeutic game, the gameplay must, at the same time, provide the therapeutic effects and motivate the patient to follow his protocol. The sub-problems of this are 1. the two-fold evaluation (medical and moti
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Keywords : Serious game, Health, Health game, Gameplay