The sensation of immersion can play a significant role in improving an individual's concentration when carrying out a given task. The virtual environments used by Serious Games need to be immersive in order to provide the best possible utilitarian dimension. The latter offers two overriding orientations: spreading a message and enabling training in a given field. The aim of this paper is to present how a sense of immersion can be created in users of serious gaming. The chosen approach is to expl
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Keywords : Imaginary, VR, Virtual Reality, Serious Game, Immersion, Story, Scenario
This PPT presents Serious Game, Rétro Serious Game, Serious Play and Serious Gaming concepts and learning questions.
Keywords : Serious Games, Serious Play, Retro Serious Games, Serious Gaming, Learning
A talk about defintions of Serious Games, Serious Play, Simulation, Retro Serious Games in order to debate around the game and Pedagogy. PPT of this talk.
Keywords : Serious Games, Serious Gaming, Retro Serious Games, Pedagogy, Simulation, Retro SG, Retro Serious Games, Serious Play
This conference was part of a study day entitled “Serious Games: a new field of application for research? New markets for companies? It was organized by the Service Valorisation of Toulouse 2 le Mirail University.The presentation reviewed the history of Serious Games on videogame media from the 1950s to the 2000s. Figures were then presented to assess the size of the international Serious Game market. Sub-segments were reviewed: defense, training, healthcare, advertising...It was estimated
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Keywords : Serious Game, Serious Gaming, Valorization, Market, Industry
An interview of Emmanuel Forsans, CEO of AFJV. In the 80's and 90's he designed Retro SG. Pix'n Love n°9 (p. 24 to 29).
Keywords : Serious Games, Retro SG, Retro Serious Games, Interview
"This week, it's serious! The Serious Gaming is a new market of the video game industry dedicated to the learning, advertising, political... areas. A world market of 50 billions USD." Journalist :Cédric Ingrand Speakers : Jean-Claude La Rue (SELL), Sébastien Beck (DAESIGN) et Julian Alvarez (Orange Labs/ Ludoscience). Podcast
Keywords : Serious Games, LCI, Plein Ecran, Market, Video games, Serious Gaming
Since the first days of the Serious Gaming industry, many Serious Games dedicated to Healthcare were released. However, all these games don’t serve the same purpose, nor they target the same audience. This article tries to propose an approach suited to handle the variety of such Serious Games. Starting from general definitions of Serious Games, we will build a taxonomy of Healthcare-related to Serious Games accompanied with several examples.
Keywords : Serious Game, Retro Serious Game, Taxonomy, Healthcare, Prevention
The aim of this presentation was to present the definitions of serious games and retro serious games, and to examine how they can be associated with learning. At the end of the presentation, the Mind'Up game developed by Orange Labs was presented to illustrate how learners could be led to discover the history of telecommunications. Mind'Up is a puzzle game that invites participants to search the Internet for answers. The aim of this approach is to encourage participants to make hypotheses b
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Keywords : Serious Game, Pedagogy, Quiz, Enigma, Serious game design, Edutainment, Definition, Design
When it comes to the issues surrounding digital objects in the world of young people, our usual bias, our reflex, is first and foremost to take an approach that is often exclusive to the educator, and not without reason. The interest of this article, based on the example of serious games, is to situate these issues from the viewpoints of both the marketing designer of “products to be consumed” and the educator designing “situations to be educated”. In the process, each bo
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Keywords : serious game, e-learning, edugaming, advergaming, edumarket game, serious gaming, advergame, edugame
By analysing in detail the characteristics, uses and different genres of serious game, this study outlines the challenges involved with the design, development and distribution of various types of title. Similarly, the report examines the outlook for the industry and its probable growth drivers. The serious gaming market is of considerable importance. As the link between traditional video games and practical software, serious games offer a genuine opportunity to develop a sector that is all too
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Keywords : serious game, advergame, edugame, news game, edumarket game, serious gaming, edugaming, advergaming