AbstractThis article analyzes Free Rice within the context of “the rise of the ludic sublime,” where video games are hailed as the solution to highly sophisticated political problems. As part of what we call practices of “philitainment,” Free Rice, we argue, functions within the political domain of what Jodi Dean has termed “communicative capitalism” and therefore both captures resistance and actually solidifies global capitalism. Ultimately, th
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Keywords : Digital Games, Critical Theory, Governmentality, Philitainment, Development
Abstract Sign language is the form of communication used by Deaf people, which, in most cases have been learned since childhood. The problem arises when a non-Deaf tries to contact with a Deaf. For example, when nonDeaf parents try to communicate with their Deaf child. In most cases, this situation tends to happen when the parents did not have time to properly learn sign language. This dissertation proposes the teaching of sign language through the usage of serious games. Currently, similar
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Keywords : Natural User Interface, Sign Language, Serious Game, Kinect Sensor, Image Processing
This study aims at analyzing the influence of 3-D interaction on learning a foreign language from an experiment conducted with German language learners. The objective is to draw empirical evidence on the usefulness of Virtual Reality technologies in the conception of a serious game. The results of the empirical study show a positive influence of 3D interaction on lexical short-term memorization, but did not revealed a significant influence on long-term memorization. The study also highlights the
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Keywords : Serious game, Virtual reality, Learning, Languages, Interaction
Abstract Emotion recognition is essential in human communication and social interaction. Children with autism have been reported to exhibit deficits in understanding and expressing emotions. Those deficits seem to be rather permanent so intervention tools for improving those impairments are desirable. Educational interventions for teaching emotion recognition should occur as early as possible. It is argued that Serious Games can be very effective in the areas of therapy and education for ch
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This communication addresses the issue of the appropriation of the Serious Game object by an ecosystem, particularly in the education area. The starting point begins with the observation that the video game is a basis for the development of many Serious Games. As such, this raises a set of resistors, including from parents of students and media. The video game is seen as negative, particularly by the violent images that some titles call. This can thereby impacting negatively inf
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Keywords : Appropriation, Video Game, Serious Game, Accompaniment, Complexity
A conference dedicated to GamePlay bricks and their use to analyse and classify video games. Speakers:Julian Alvarez (Julian.alvarez@univ-lille1.fr)Docteur en Sciences de l’information et de la communication. Responsable du laboratoire consulaire Play Research Lab (PRL) dédié à l’étude du jeu et de ses usages.Plus de 150 Serious Games à son actif pour TF1, Dupuis, Milan, CNRS …Damien Djaouti (damien@ludoscience.com)Maître
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Keywords : gameplay, bricks, Game design, Classification
(Broacasting our studies)
In view to study the use and evaluation associating Serious Games in the context of education, should one consider whether players from different generations have different imaginaries when they are exposed to video games. Indeed, a teacher, because he has known video games from first generations, could convene the imaginary that its learners could interpret differently. To verify such a paradigm, this communication attempts to investigate whether players pioneers who&nb
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Keywords : Imaginary, video game, retro gaming, serious game, lexicometric analysis
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
=====================Résumé de la présentation=====================Selon la BNF, depuis 2014, le Ministère de la Culture tient à ce que nous privilégions le vocable « jeu sérieux » à la place de « Serious Game ». Il convient cependant de souligner qu’une telle traduction introduit une subtilité. En effet, dans la langue française, la notion de « jeu »
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Keywords : Serious game
Cette présentation expose à un public génraliste un petit résumé de l'histoire des Serious Games. Programme de la journée : Cette nouvelle forme de communication et d’apprentissage, issue des jeux vidéo, se retrouve peu à peu dans tous les domaines de notre vie, de l’école au travail, en passant par notre santé ou notre citoyenneté. D’où viennent-ils, quels sont leurs usages, comment l
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Keywords : Serious Game, History