The objective of this paper is to restore the process of development and installation of a project called "Technocity" which aims to develop technology courses of French State Education among the young people from 15 to 18 years old. We develop a gameplay to build a new school guidance tools. We choose to create a dynamic approach with video game and shortly report on different technical job. After, we explore the impact and the reception of this tool in different classrooms by childre
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Keywords : Advertaising tools, Advertainment, Education, Innovation, Marketing, Reception, School guidance, Serious Game
The objective of this paper is to restore the process of development and installation of a project called "Technocity" which aims to develop technology courses of French State Education among the young people from 15 to 18 years old, with a very special care for the girls. We develop a gameplay to build a new school guidance tools. We choose to create a dynamic approach with video game and shortly report on different technical job. After, we explore the impact and the reception of this
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Keywords : School guidance, Advertaising tools, Advertainment, Education, Edumarket game, Innovation, Marketing, Reception
The objective of this paper is to restore the process of development and installation of a project called "Technocity" which aims to develop technology courses of French State Education among the young people from 15 to 18 years old, with a very special care for the girls. We develop a gameplay to build a new school guidance tools. We choose to create a dynamic approach with video game and shortly report on different technical job. After, we explore the impact and the reception of this
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Keywords : serious game, Advertising tools, Advertainment, Education, Edumarket game, Innovation, Marketing, Reception
A research project designed to build a classification system suited to videogames. This projet resulted in a website featuring a collaborative classification system based on multiple criterias. The games are classified according to their gameplay, their purposes, their markets and target audience, alongside with user-contributed keywords. http://www.gameclassification.com The classification of videogames, a complex problem... The classification of videogame
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Keywords : classification, videogames
Technocity is a serious game released in March 2006, and freely distributed to the 600 high school and college located in the region around Toulouse City (South-West in France). The purpose of this edumarket game is to promote courses related to industrial and technical jobs towards a 15 to 18 years old audience. This title was created for the french ministry of education. This was a first experiment for the Toulouse section of french ministry of education, who wan
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Keywords : serious game
This essay attempt to analyze the history of videogames through a critical lens in order to highlight the marketing, industrial and cultural strategies that drives the "videogames revolution." An interesting book which succeed to go behind the usual "success stories" to make the reader think about the stakes at play in this cultural evolution.
Keywords : history, critic, marketing, industry, culture
This book tells us the history of Nintendo, and more specifically how it conquered the US video game market in the 80's. This book details the first steps of Nintendo in the field of video games, both in Japan and in the US. It explores arcade hits like Donkey Kong, alongside with the NES and its most popular games series such as Mario and Zelda. The form of the book is brilliant: it's written like a captivating novel. But the main point is the substance: this book is literally filled with a lot
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Keywords : nintendo, history, hiroshi yamauchi, japan, usa, mario, minoru arakawa, shigeru miyamoto
This book tells us the history of Nintendo, and more specifically how it conquered the US video game market in the 80's. This book details the first steps of Nintendo in the field of video games, both in Japan and in the US. It explores arcade hits like Donkey Kong, alongside with the NES and its most popular games series such as Mario and Zelda. The form of the book is brilliant: it's written like a captivating novel. But the main point is the substance: this book is literally filled with
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Keywords : nintendo, history, hiroshi yamauchi, japan, usa, mario, minoru arakawa, shigeru miyamoto