This article deals with Serious Game design methods. More specifically, it focuses on the following question: is there any universal series of “steps” to design a Serious Game? Or is the availability of several different design methods unavoidable? To try to answer this question, we will study a corpus of ten design methods suited to Serious Games. Most of these theoretical tools are coming from or aimed to industry professionals. This literary review will allow us to perform
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Keywords : serious game, design, method
This study intends to use data visualization to examine learners’ behaviors in a 3D immersive serious game for middle school science to understand how the players interact with various features to solve the central problem. The analysis combined game log data with measures of in-game performance and learners’ goal orientations. The fi ndings indicated students in the high performance and masteryoriented groups tended to use the tools more appropriately relative to the stage they were
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Keywords : Serious games, Problem-based learning, Middle school science, Learner behaviors, Goal orientation
ABSTRACT Examining the progressive and optimistic rhetoric about serious games in healthcare as a starting point, this thesis analyses the rhetoric of progress in medical media instruments and applications as recurring discursive building blocks in media history. It argues that the narrative of serious games history - a rhetoric that operates from within fixed values and beliefs about technological innovation - is part of a longstanding tradition in medical media history that shares particu
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Keywords : Serious games, Healthcare, Rhetoric of progress, Media archaeology, Material discourse analysis, x-ray, Microscope
In this article, we examine the way in which fourteen heritage sites use serious games as a tool for cultural education. Our three-step analysis model (input, process and outcome) addresses the types of content offered, the characteristics of the games and their cognitive, emotional and communicative aims. References (1): Alvarez J., Djaouti D. et Rampnoux O. (2011), Typologie des serious games, in Rufat S., Ter Minassian H. (dir.), Les Jeux vidéo comme objet
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Keywords : Cultural heritage, Serious Game, Cultural education
This qualitative research is part of a learning effort to better understand how serious games are exploited in a science education context. The research team examined this issue by focusing on augmented reality as a technological innovation imbedded on a tablet. Given the current state of knowledge related to serious games and augmented reality, and given the fact that its use in the context of teaching/learning is not extended, this paper focuses on an initial exploration of how a new teaching
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Keywords : Mobile learning, Augmented reality, Serious games, Design-based research, Physics
User tracking is one of the keys to evaluate the effectiveness of Serious Games. Two main approaches are available to perform such user tracking: the first one is to insert the Serious Game inside a LMS through SCORM or IMS-LD, while the second one is to build a custom analysis tool for each Serious Game. In this article, we introduce a third approach to track Serious Games users: the use of generic metrics & analytics platforms. This article presents an experiment where two Serious Games ha
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Keywords : serious games, assessment, user tracking, google analytics, playtomic, ecology
In order to contribute to the analysis of the “disseminations of video games”, this article attempts to examine the “Serious Game” designation itself. Our study relies on a corpus of texts aiming to define what a “Serious Game” is, alongside with a corpus of video games matching its definition. We will begin with a study of the historical origins of the “Serious Game” designation, in order to identify what it refers to, and why it is used tod
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Keywords : serious game, video game, definition, history, purpose, impact
This paper is related to the works of Gilles Brougère and aims to study the rapport between play and serious. “Serious” is related to utilitarian aspects as Etienne Armand Amato proposes to do. More precisely, we try to study the potential of the productivity associated to play activities (serious or not) for the player. At the end, we propose a model. The census is carried out form a counter factual analysis, taking to framework from theoretical approaches including co
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Keywords : serious game, artefact, activity, productivity, unproductivity
AbstractIn learning environments, appropriate objectives are needed to create the conditions for learning and consequently the performance to occur. It follows that appropriate metrics would also be necessary to properly measure what actually constitute performance in situ (within that environment), and to measure if learning has indeed occurred. Serious games environments can be problematic for performance measurement because publishers often posit the game would automatically facilit
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"Data mining" is the science dedicated to the creation of knowledge through the analysis of large quantities of data, such as establishing customers habits by tracking how they use their loyalty cards. A few time ago, we were contacted by a computer science student, Axel RB, who desired to perform such analysis over video games, using the data about 38.000 video games collected on our website GameClassification. Thus, we gave him a dataset, and he just published his first findings on h
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Keywords : data mining, game classification, research, computer science, video games