Abstract This study explores a novel way for analyzing tournament structures. Our goal is to find the best suitable tournament under considered purposes. Aside from the number of matches, we address on two other important aspects: competitiveness development and ranking precision. Competitiveness development emphasizes the importance participants’ motivation in every match while keeping the matches exciting throughout the tournament. Ranking precision reflects the convincement of tou
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Plusieurs doctorants ou étudiants de Master, de différentes disciplines, nous contactent où sont croisés régulièrement lors de colloques scientifiques. Leur point commun est de s'intéresser aux Serious Game ou de manière plus large à l'emploi du jeu dans leurs problématiques ou expérimentations. Nous proposons souvent d'archiver leur travaux sur Ludoscience pour contribuer à partager et diffuser leurs écri
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Mots-clés : Thèse, Références, Publications, Mémoire, Etudiants, Thèse, Master, Serious Game
Abstract—Serious games are developed with the purpose of bestowing a benefit on the user. That benefit could be related to the user’s health, education, safety or efficiency. We propose that the mechanism that the game employs to achieve such a benefit should be identified as the key to the development of a successful serious game. We introduce a paradigm for the design and development of serious games as benefit delivery systems. We suggest that the paradigm can apply to all applica
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Mots-clés : Serious Game, Santé, Health game
Cet article présente un état de l’art sur le lien entre serious game et variables psychologiques et leur influence sur le devenir social. Il met ainsi en perspective différents travaux de recherche sur les jeux et leur évolution dans le monde du travail, tout en analysant leur impact sur les apprentissages et sur le comportement des demandeurs d’emploi. Enfin, il met en exergue les effets catalyseurs du serious game dans une situation d’insertion ou
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Mots-clés : Serious Game, Insertion, Variables disposionnelles, Accompagnement
Abstract—Serious games constitute actually a recent and attractive way supposed to replace the classical boring courses. However, the choice of the adapted serious game to a specific learning environment remains a challenging task that makes teachers unwilling to adopt this concept. To fill this gap, we present, in this paper, a multi-agent-based simulator allowing to predict the impact of a serious game integration in a learning environment given several game and players characteristics.
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Mots-clés : Emotion, Learning process, Multi-agent simulation, Serious games
Abstract : How to create an interactive product that encourages high school students to get in contact with the world of chemistry. Or how to get high school students pay any attention to the discipline of chemistry through an interactive entertainment application that besides entertaining can teach some of the most basic concepts of the The science that can better explain the progress of humanity. In the following lines we will present the steps taken in the design an interactive entertain
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Mots-clés : Jeu vidéo, Mécaniques de jeu, Design, Esthétique, Narratif, Chimie, Education, Ecole
AbstractOne of the most challenging problems in the simulation of real environments is to generate worlds that appear realistic and more attractive. It becomes increasingly challenging when the simulated environment focuses on minors (students), because the young generation has high demands on simulation systems due to their experience in computer gaming. Virtual museums are among the most important simulation environments, which present cultural and educational content for everyone. Their purpo
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Mots-clés : Cultural Heritage , Serious Game
DÉFINITION«Application informatique, dont l’objectif est de combiner à la fois des aspects sérieux (Serious) tels, de manière non exhaustive, l’enseignement, l’apprentissage, la communication, ou encore l’information, avec des ressorts ludiques issus du jeu vidéo (Game). Une telle association a donc pour but de s’écarter du simple divertissement.» Julian ALVAREZ, docteur en science de l’information et de la
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Mots-clés : Serious Game, Jeux Sérieux, Apprentissage
In this paper, we propose an environment to support collaborative modding, as a new way to learn a subject. Modding can be defined as the activity to modify an existing game with dedicated tools. In a constructivist approach, we base our work on the assumption that modding a learning game can help learners to acquire the concepts of the subject concerned. We also think that modding in collaborative settings can help learners both to learn the subject and to learn to collaborate. We first propose
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Mots-clés : Modding, Game development kits, Learning game 2.0, Collaborative learning
Les outils de modding créés depuis quelques années permettent aux joueurs de modifier leurs jeux vidéo de plus en plus facilement. On observe que les personnes qui ont modifié un jeu acquièrent à cette occasion des connaissances sur son fonctionnement et ses contenus. L'idée que nous développons ici est l'application de ce principe aux learning games, pour faire du jeu 2.0 un moyen d'appropriation des connaissances accessible à
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Mots-clés : Apprentissage collaboratif, Learning game, Modding