The turn of the 20th and 21st centuries was a time of significant social and economical transformations. The progressive technologizing of our lives and the development of the information society impacted on the intensive cultural transformations. In the face of this new economic reality and the free‑market intense competition on the field of cultural offers, many institutions had to comprehensively reorganize their activities to meet the needs and expect
[...]
Keywords : Culture, Technology, Media, Museum
Abstract:The video-games market has become an established and ever-growing global industry. The health of the video and computer games industry, together with the variety of genres and technologies available, mean that videogame concepts and programmes are being applied in numerous different disciplines. One of these is the field known as serious games. The main goal of this article is to collect all the relevant articles published during the last decade and create a trend analysis about the use
[...]
Keywords : Games, Artificial intelligence, Decision making, Market research, Algorithm design and analysis, Decision trees, Industries
Since 2002, there has been a growing interest in serious games, thanks to the prospects they promise to offer in terms of prevention, training, education, learning, therapy, communication, training, data collection and more.Ten years later, in 2012, the first e-virtuoses international scientific symposium dedicated to studying the impact of serious games was held in Valenciennes. Entitled “Evaluating and measuring the impact of serious games”, the colloquium aimed to help sponsors, p
[...]
Keywords : Serious game, Evaluation
Grounded on a perspective in which action is a defining trait in video games, this work proposes the development of an action-oriented framework focused on the analysis of the relationships between the player and the game system centred on the existence of actors, which we define as entities responsible for the actions that affect the game – a category in which the player and the game system are included. We describe the grounding principles of this framework as focused on a transformation
[...]
Keywords : Action, Chronology, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Design, Depth
Abstract This article summarizes past definitions of entertainment, serious games and virtual heritage in order to discuss whether virtual heritage has particular problems not directly addressed by conventional serious games. For virtual heritage, typical game-style entertainment poses particular ethical problems, especially around the simulation of historic violence and the possible trivialization of culturally sensitive and significant material. While virtual heritage can be considered to
[...]
Keywords : Entertainment, Virtual heritage, Authenticity, Violence, Interaction design
Abstract Rehabilitation can be defined as a process devised in response to unplanned life changes imposed by diseases or traumatic accidents. Cognitive rehabilitation is a form of therapy, focused on restoring functions that remain partially intact, applied to people with some form of cognitive impairment such as memory loss. The problem of traditional approaches is the lack of motivation and lack of interest of patients to perform repetitive tasks. This is where the concept of serious game
[...]
Keywords : Serious games, Rehabilitation, Cognitive rehabilitation, NUI, Games
Abstract. For over 40 years, it is common knowledge that industrial society has to reduce its energy consumption. Most of people are now aware that this change is necessary. However, commitment to action is still difficult and there is substantial work to be done. Attention has turned to Human and Social Sciences, as a deeper understanding of behaviors' determinant and use of influence principles could help to speed up behavior changes. New technical devices combining game design, interaction te
[...]
Serious games are growing more and more in the context of lifelong training and initial education.They cover several areas (human science, engineering science, life science, ...) that are used for industrial oracademic purposes. However, some fields induce specific issues. Thus, in the ind
[...]
Keywords : Serious Games, Formatting, Virtual Reality, Interaction
Serious Games are becoming increasingly popular. In all domains they are used to transfer content to players by mixing learning with pleasure in order to make teaching more easy and fun. However many of them are designed in an ad-hoc way without structure. Several research efforts have been conducted to tackle this deficiency and to improve the design of these games. Despite the vast literature, the domain is still in its infancy and scattered. Serious games offer great opportunities for le
[...]
Keywords : game jam, culture, serious game, Montpellier