This article describes a case study on MuseUs, a pervasive serious game for use in museums, running as a smartphone app. During the museum visit, players are invited to create their own exposition and are guided by the application in doing so. The aim is to provide a learning effect during a visit to a museum exhibition. Central to the MuseUs experience is that it does not necessitate a predefined path trough the museum and that it does not draw the attention away from the exposition itself. Als
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Keywords : Serious Game, Museum, Smartphone, Cultural heritage
================================================================================= International Scientific Symposium "Games for all purposes? Appropriation, Repurposing and Rejection" ================================================================================= On 4 and 5 June 2013 in Valenciennes, during the "e-virtuoses" scientific convention, dedicated to the use of games and play (digital or not) for utilitarian purposes, we will host a scientific
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Keywords : Serious Game, Serious Gaming, Gamification, Serious Play, Evaluation, Uses, Organisation, Transformation
In this paper we proposed a gamification methodology for Korean language education. We suggested gamification elements that increased the fun factor and induced immersion by analyzing the successful gamification cases which can be classified into three types; management, Implementation, and self-expression. Then, we analyzed Korean learning theory and methods to extract four key aspects, listening, speaking, vocabulary and culture from eight Korean learning function. Finally, by using Korean Wav
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Keywords : Korean wave, Korean language, Korean learning, Gamification, Game, Education, Learning
This autobiography is composed by the personal journal of Jordan Mechner during the creation of his famous game Karateka (1984). The authors tells us about his thoughts, his doubts, his joy, and more specifically about the different steps towards the creation of this popular game. A very interesting read, despite a rather "rough" writing style : this book allows you to literally enter inside the head of Jordan Mechner, a creative genius with a lot more doubts and fears that we cou
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Keywords : biography, jordan mechner, karateka, artist, creative process
This tiny book (100 pages in a pocket format) is full of wisdom and expert analysis about a delicate topic: are videogames dangerous? In this book, Yann Leroux, a psychologist specialized on this subject, provides us with a excellent synthesis of all the scientific studies that happened about the effects of violent videogames and the addiction to videogames. This synthesis is written in a clear and simple language, and we thus strongly recommend this book to any parent, teacher, politician
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Keywords : addiction, violence, psychology, simple, parents, reassuring
The biography of Kevin Savetz, a computer and video games journalist, who is also a real "geek", in the positive meaning of this word. In this book, he tells us about his childhood and grown-up years, deeply tied to the main technological evolutions of the 80-90's: the rise of personal computing, the birth of video games, the BBS networks, and of course Internet. Born in the beginning of the 70's, Kevin Savetz grew up in company of the Channel F, the Intellivision, the TI 99/4A, the At
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Keywords : kevin savetz, geek, bbs, internet, computer, video game, culture
(Broacasting our studies)
This book tells the story of the french TV channel Nolife, dedicated to the japanese culture, and more specifically to mangas, animes and videogames. Thanks to numerous in-depth interviews and several photos, the author of this book invite us to a journey through the main steps that led to the creation of Nolife in 2007: the childhood of Sébastien Ruchet and Alex Pilot (the two charismatic creators of the channel) ; the creation of their first TV documentaries for Game One (a french telev
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Keywords : nolife, television, manga, anime, videogame, game one, japan
The European Serious Games Awards aim to celebrate the best videogames for learning created in Europe. We will rely on scientific evaluation of the submitted games in order to award prizes not only to the best Serious Games, but also to the best academic works in the field. The Awards Ceremony will take place during the VS-Games 2012 Conference in Genoa, Italy, on October 30th 2012. *Prizes* Each winner of one the 4 European Serious Games Awards will be rewarded by the following cash priz
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Keywords : serious games, awards, europe
A game that let you manage your own newspaper. In order to reach your financial goals, will you be able to produce a journal of high quality, or will you fall down into dangerous gossips like the ones who killed "News of the World"?
Keywords : serious game, newsgame, news of the world