This scientific book gathers contributions from 12 researchers, coming from different fields, who are studying different sides of videogames: identification of the Game Designer knowledge, using videogames in schools, space in videogames, how to dissect a videogame to analyze it, analysis of MMORPG as social spaces...N.B.: The members of Ludoscience wrote a chapter of this book, about "Serious Games".
Keywords : scientific research, education, sociology, computer science, geography
While video games have become a major cultural practice, we still know little about the diversity of the video game audiences and their practices. Identifying the main issues in the reticularization of the territories in which video game are used, and rising above normative debates on violence and addiction, requires a multidisciplinary approach, at the interface between social and cultural geography, and the sociology of cultural practices. The analysis of video games as spatial systems enable
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Keywords : Cultural practice, Network, Space, Territory, Video game
This book focuses on the Assassin's Creed saga: it analyses the first two episodes of the series, alongside with Brotherhood, as the book was written in 2010. This book is divided in three complementary parts. The "Creation" part tells about the birth of the games in Ubisoft studios. The "Universe" part details the scenarios of each episode, written in separate chapters in order to allow you to avoid "spoilers". Last but not least, the "Analysis" part anal
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Keywords : assassin's creed, saga, analysis
Disclaimer: The CROSSROAD project is co-funded by the European Commission under the 7th Framework Programme. This document reflects only authors’ views. EC is not liable for any use that may be done of the information contained therein. Executive summary This document is the final version of the Research Roadmap on Governance and Policy Modelling, which lists and describes research themes to be supported by future public funding through Science & Technological Roadmappin
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Keywords : Roadmap, Grand Challenges, Research Challenges, Model-based Collaborative Governance, Data powered collective intelligence and action, Government Service Utility
This paper presents a review of the literature on game design. After proposing a theoretical framework to clarify the definition of "ludic interactivity", we analyze a corpus of 36 texts dealing with game design. This analysis will first enable us to sketch out a categorization of the different types of methodological approaches to game design. It will then allow us to reflect on the very nature of game design, and more specifically on the different stages that make up this process.
Keywords : Game Design, Formal model, Interactivity
The "Serious Games" field raises a specific need. People without professional game design skills, such as teachers, corporate trainers, therapists and advertising professionals, request tools that could allow them to create or modify such games. This article will analyze "Gaming 2.0" examples in order to identify tools that could help fulfill this need. Indeed, "Gaming 2.0" is a way for players to create videogame content without skills from the entertainment videog
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Keywords : gaming 2.0, serious games, game design, level design, player-generated content
This book deals with the rich history of videogames and cinema, and more specifically their relations with American movies. The author details with a high level of precision the various links between the movie and videogame industries, such as the numerous movies-games and games-movies adaptions. But the author doesn't remain at a surface level, he pursues his analysis at a deep level: he studies the evolution of games-movies relations according to the different economical eras of the videogames
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Keywords : cinema, videogames, hollywood, thesis, mario, donkey kong, warner
This book focuses on the design of "Casual Games", i.e. video games aimed to people playing them casually. The three first chapters deals with the definition of casual games, their professional creation process, and a broader study of the various play from they can offer. The nine following chapters are then dedicated to each sub-category of casual games: management, match-3, puzzles, hidden objects, construction, social games, etc. While the text is easy to read and understand, this b
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Keywords : game design, casual games, examples, analysis, industry
This book aims to deconstruct the "positive discourses about video games", that helped it to be regarded in a less negative way as the time went by. While the topic is very interesting, the extremely small size of this book (96 pages in very small A6 format) prevents him to reach this goal. Instead of a rigorous analysis that such a topic requires, the authors limit themselves to some broad and bold critics (such as the french university being under the order of the video game industry
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Keywords : critic, video game, positive discourse, media
IG Magazine is a journal, issued every 2 months, with a format that is half-way between a book and a regular journal. Each issue comes with more than 250 pages dedicated to the current trends, the economy, the culture and the history of videogames. IG magazine was published between March 2009 and July 2013, for a total of 27 regular issues and 10 additional "special issues." It was an excellent journal, the only french journal that was able to talk about current videogames topics while
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Keywords : journal, news, economy, culture, history, analysis