Abstract Nowadays, large LED and OLED technology displays offer game experiences. As a result, the use of video projection must now be justified through other experiments. In this respect, the projection mapping trail is a path to explore. This chapter explores whether this is an area that can really be a privilege for video projection. It first defines what we mean by projection mapping game, and then identifies the main types of video mapping games and specifies the associated technologie
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Keywords : Video game, Video mapping, Screens, Retrogaming
ABSTRACT This paper presents a comparative study of cognitive mediations at work in the scope of pedagogical device dedicated to introduce robotic/computer science to learners of last section of kindergarten (5-6 years old). The device used for the experiment is a robot named «Blue Bot» and presents three modalities in the scope of proposed serious games: the body, the robot and digital tablet. This study highlights on how mediator-in
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Keywords : Serious Game, robot pedagogy, Cognitive mediation, Activity analysis, Last section of kindergarten
P0627THE PERIODIC TABLE FOR VIDEO GAME ANALYZISCHEMISTRY AND EDUCATION2. Tools in chemistry educationJ. Alvarez 1.,*Recherche Dept. / Université Polytechnique Hauts-de-France - Devisu - Lille (France)*Corresponding author(s).Email: julian.alvarez@espe-lnf.fr (J.Alvarez)Abstract This communication aims to present a formal deconstruction of video games in the form of various elementary elements called "Gameplay Bricks". To understand these elements and stu
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Keywords : Atomic Approach, Gameplay, Taxinomy, Formalism, Periodic Table
(Broacasting our studies)
As explained in the general introduction, experience design implies an "experience to be lived" (Vial, 2015) where the subjects "interact with their natural and artificial environment". If we can easily imagine a "natural" or "artificial" environment, there is an in-between proposed by the game. Neither totally "natural" because it can rely on artifacts, nor totally "artificial" because some animals pla
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Keywords : Serious Game, Design Game, Game design, Gamification, Ungamification, Serious Game design, Serious Play design
(Broacasting our studies)
Abstract. In a socio-constructivist approach, our study analyzed a serious gaming activity in a four-day management training program. The executives were mostly men in the engineering field who held management roles for more than 2 years. We observed the executives’ 16 training sessions and interviewed 44 executives of big industrial groups, who had participated in the training, one month after the final session. A psychology of work perspective underpinned our theoretical and methodologic
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Keywords : Emotionality, Debriefing, Reflexivity, Team management, Serious gaming, Ludopedagogy
(Broacasting our studies)