Abstract : Because of the quick advance of ICT, it is said that we should change the teaching method for the young generation grew up in the environment of ICT including video games, who are called digital natives. Accordingly, the authors made a project to validate that the serious game is actually effective for the education, which is the digital game that has other purposes besides enjoyments like education, training and so on and interest digital natives. This introduces a serious game
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Mots-clés : Serious games, Mobile learning, Educational contents, Anatomy
Abstract“Serious Games” is a unique industry that is concerned with the training/learning performance assessment of its clients. It is one of three digital technology industries (along with digital games, and online learning) that are rapidly advancing into the arena of analytics. The analytics from these industries all came from the tracing of user-generated data as they interacted with the systems, but differed from one another in the primary purposes for such analytics. For exampl
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Mots-clés : Serious games analytics, Game analytics, Learning analytics, Definition, Theoretical foundation, Human performance assessment
This article describes the development, implementation, assessment, debriefing and outcomes, and potential uses of a university student-driven educational gaming project, as a major assessment item in an archaeology course entitled ‘Ancient Medicine’. Discussion of these various aspects of the project is explored in the context of educational gaming theory and practice. We demonstrate that educational board games not only represent an effective method for students to retain and conve
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Mots-clés : Ancient history, Archaeology, Course design, Educational board games, Pedagogy
Diabetes Mellitus Type 1 is a disease that mainly affects children and adolescents and if not handled carefully can lead to several complications . It is therefore proposed the use of a Serious Game for Health , in order to help these children in the learning process about the disease. Références (1) : ALVAREZ, J. et al. Serious games: Training & teaching-healthcare-defence & security-information & communication. IDATE, France, 2010.
Mots-clés : Diabetes, Games, Serious Games, Health Games
From programming ‗home-brew‘ games, to modifying the content of existing commercial titles, digital gaming can be regarded as a potential gateway into more serious uses of computers; welcoming some while repelling others. The socio-demographic makeup of computer science, games development and related areas of work are of interest to feminist scholars of culture. In light of skills shortages, industry is also interested in increasing women and ethnic minorities‘ participation in
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Mots-clés : Games
Abstract:Despite our exposure to advergames, and studies about their effects, we know very little about the other side of the coin, i.e., advergames developers. In this paper, we report on a study of advergames development companies in the Netherlands. After deriving statements concerning the advergames market through three interviews, we cross-validate these statements with eight companies. Several statements are statistically significant, including the following: advergames are increasingly be
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Mots-clés : Customer loyalty, Netherlands, Advergames development companies, Technological platforms, Social media components, Advertising companies
Innovation and creativity seem to be mere buzzwords, but the quest for innovation and creativity by game companies is very real. This Ph.D. dissertation suggests adopting a new perspective on these concepts by abandoning a managerial attitude and favoring a design approach. The design process of video games is under-studied, and this research aims to create a model of video game design activity, using the already existing literature in the field of design, and the observation of actual game desi
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Mots-clés : Innovation, Industrie vidéoludique, Design, Designers
Mots-clés : game jam, serious game, culture, Montpellier
AbstractThis thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. Research within the field of serious games has mostly focused on the learners' perspective, but little attention has been paid to what the instructors do and what challenges that entails. In this thesis, I argue that serious games, as artefacts used for learning
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Mots-clés : Serious games, Serious gaming, Game-based training
Abstract —Since 2002, serious games have received much attention from industry, government and the research community. However, the large number of definitions available still present limitations in terms of contexts and games classification. Indeed, these definitions exclude certain types of games and do not cover certain contexts where serious games could be deployed. Therefore this paper introduces a shift in the interpretation of serious games, allowing a more flexible definition
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