This book is a detailed study of the expressive potential of video games. The author analyses many examples of games broadcasting messages, related to politics, advertising and education. This study allows Ian Bogost, a media researcher and game designer, to introduce the concept of "procedural rhetoric", i.e. the use of games rules to broadcast messages. This book is very brilliant: full of relevant examples, it features an analysis that will undoubtedly inspires any creator or resear
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Keywords : serious game, procedural rhetoric, analysis, research, example
Debate around Serious Games, simulations and virtual devices in the context of cultural heritage, sciences and museums. Speakers : Benjamin Moréno -Mat3D, Julian Alvarez - Dreampict, Maria Hernandez/ Ariane Genty - Inolam, Pascal Alard - SESTA
Keywords : Serious Games, Sciences, Simulation
First this communication reports an active learning experience about students who had to create Serious Games dedicated to teenagers. In the second time, this communication takes supports on the experience to highlight similarities between the PBL and Serious Games approaches.
Keywords : Serious Game, Teaching, Active learning, PBL, Video game
In this book, Catherine Kellner, a researcher in communication sciences, analyses and criticizes the so-called "edutainment" products. Through real-world examples, she highlights the common flaws of these products (storytelling elements used instead of play attributes, games using texts for kids who don't know how to read yet, boring games sequences, etc.). She also offers many ways to improves them (using the discovery space embedded in every game, learning by trial-and-error, etc.).
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Keywords : edutainment, research, analysis, critic
This article explains the difference between a large variety of Serious Games and tries to propose a classification to understand this type of video games. We explore the connection between the goal of the game designer, the objective of the game and the posture of the player. Finally, we explore how we can create some serious game to make corporate communication or educative program.
Keywords : serious game
This book is a reprint of one of the most iconic texts on the use of video games for education. First published in 2000, it aims to demonstrate stakeholders, teachers and other education professionals how video games can enhance learning. The book thus presents a lot of interesting examples coming from school education, adult education and defense. While the book tone is more evangelist than scientific, especially when read today, it remains a very rich and thought-provoking introduction to the
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Keywords : game based learning, digital games, learning, examples
Title: Discussion about Virtual StoryTelling (Behavioural Simulation) and Serious Games (Female Gaming) Date: 2nd February 2007Room: EMG.44Time: 14.25pmSpeaker: Prof. Jean-Pierre Jessel Abstract: Professor Jessel will discuss Virtual storytelling from the perspectives of behavioural simulations, VR and scenario development. Olivier Rampnoux and Julian Alvarez will the discuss the issues and challenges on how to take into account the female public within serious games?&
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Keywords : serious game, teaching
A book aiming to guide you through the different steps of the Serious Game creation process. Unfortunately, and despite its more than 450 pages, this book fails to deeply explore this topic. On one hand, the author wastes too many pages covering topics not directly related to the creation of Serious Games, such the various computer standards or an overview of the technological trends in 2006. On the other hand, the author doesn't go enough into the details when covering the central topics of the
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Keywords : serious games, examples, design
This learning project intents to raise students awareness on videogame academic research through Project Based Learning (P.B.L.). The students are involved in our different research project through the design of serious game, talks about history or culture related research or even through the creation of original gameplay principles... The students are also invited to share their own points of view through collective debates and group projects relying on their personnal thoughts
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Keywords : game design, education
A serious game created the 100th anniversary celebration of the "Gargas caves", a prehistoric site located in France. Famous for its negative wall-paintings of hands and its overlapping engravings of animal figures, part of this cave is unfortunately no longer visitable. Indeed, public access limited to avoid the deterioration (due to lightning and or CO2 rejected by breathing visitors) of its historical treasures. This virtual version of the caves presents you with a wall roc
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Keywords : serious game, prehistory