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
INTRODUCTION Les jeux vidéo sont, en apparence, aisément appropriables. Ils constituent un objet culturel porteur de nombreux discours normatifs, souvent très polarisés (les jeux vidéo c’est… beau/rigolo/idiot etc.) Dans les années 1980, les discours de dénonciation étaient dominants, utilisant les mêmes arguments que les critiques antérieures adressées aux médias de masse (télévisi
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AbstractFor lack of a real definition, comparable to the one of which sports were the object, the conventional said games remain an object to the apparently consensual limits, but in reality, particularly vague. This uncertainty is due to a lack of serious questioning of presuppositions found in Huizinga’s and Caillois’s founding definitions. It does not allow an appropriation of games by the social sciences, with the goal of studying the countless terms of their usage. As a remedy,
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Keywords : Game, Definition, Sport, Appropriation
Video games allow complex systems modelling, revealing retroaction loops, replicating self-organization and the emergence of hierarchical organization, functional differentiation and social segregation through multi-level interactions. Recent trends focus on improving modelling tools’ graphic quality and interface attractiveness and on using video games to facilitate urban studies teaching and research. This apparent convergence between simulation and video games is addressed through a sel
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Keywords : Video games, Modelling, Simulation, Models, Representation, Self-organisation, Emergence, Urban studies