L'IDATE met à disposition gratuitement l'étude sur les Serious Games parue en 2010. Il s'agit de la 2e édition qui succède à celle de 2008.Cette 2e édition présente les différents marchés du Serious Game à partir d'une analyse systématique des technologies, des usages et des métiers, en détaillant particulièrement les étapes clés de la conception, du développement
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Mots-clés : Serious Game, Marchés, Etude économique, Industrie, Santé, Education, Communication, Défense
AbstractThis paper focuses on the analysis of serious games. We analysed and evaluated serious games, and particularly their training aspect, based on the classification method of Djaouti et al. (2011b). Further, we evaluated existing training games and based on the results developed a civil defence training game for Korea. The game has been designed to train professional civil defence personnel based on pedagogical features of serious games for training. This research can serve as the groundwor
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Mots-clés : Serious games, Pedagogical features, Civil defence training, Training games, Game-based training, Safety education
RESEARCH OBJECTIVE: The aim of the article is to present the phenomenon of gamification and to analyse the benefits connected with the introduction of the education methods and tools based on gamification systems. THE RESEARCH PROBLEM AND METHODS: The article provides examples of universities in which gamification courses (based on gamification systems) were introduced as part of their teaching programmes. Next, it identifies and analyses benefits resulting from the implementation of this
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Mots-clés : Education, Game, Gamification, Initiative
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
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Mots-clés : Musée, Media, Culture, Technologie
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
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Mots-clés : Games, Artificial intelligence, Decision making, Market research, Algorithm design and analysis, Decision trees, Industries
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 or academic purposes. However, some fields induce specific issues. Thus, in th
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Mots-clés : Serious Games, Formatting, Virtual Reality, Interaction
Abstract: Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to increase visualisations and challenge the student creativity. They have the potential to significantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support
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Mots-clés : Serious Games, Business Simulation Games, e-learning, Problem-Based Learning, Education
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
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Mots-clés : Serious games, Educational Business Game, Educational Game Design Framework, Educational Game Design Checklist, Game evaluation
Abstract. This paper presents “A Day In The HOspital”, a Digital Serious Game aiming at providing a technological tool for both evaluating and training ethical skills of medical staff personnel. During the game, the player interprets the role of a physician who has to perform a decision-making process that involves his ethical and medical skills. Usability and sense of Presence have been assessed through a specific post-game Likert-questionnaire. In order to evaluate the potenti
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Mots-clés : Digital Serious Game, Biomedical Ethics, Virtual Reality, Virtual Environments, Decision Making, Medical Training, Ethical Evaluation, Collaborative Training
Serious games have become a motivational engine to get knowledge, skills and fun at the same time. First of all, the player has to feel that he is play-ing a game where the learning is only a consequence of the playing actions and it is essential to use reliable sources of information to design them in order to obtain the desired results. In this paper, we propose the design and development of a serious game as learning tool and generator of interest about Tourette syndrome in a web-based enviro
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Mots-clés : Attitudinal change, Computer-based training, Empathy, Entertainment, Game-based learning, Instructional technology