Abstract Nowadays, traveling is becoming increasingly easier. New and cheaper means of communication make tourism available for a larger number of people. Withal, smartphones are trending and they are replacing the common cellphone at a fast rate. It’s safe to assume that, in a near future, every single person will be able to afford a mobile device of this kind, including tourists. Many applications exist for mobile devices, specifically for smartphones, in order to help tourists in t
[...]
Mots-clés : Serious Game, Tourisme
Abstract Serious games and its related fields have lately received a lot of interest due to their potential for training and education. Serious games can be defined as (digital) games that are used for reasons other than entertainment. Gamification can be related to serious games and can be defined as the process of game-thinking and game mechanics to engage users and solve problems. The initiator of this project was ABB. ABB delivers a process control system used to control the processes o
[...]
Mots-clés : Gamification, Serious games, Process control system, Oil and gas separation, Simulator
ABSRACT While play marks both the cultural and pre-cultural spheres of human existence, the environmental design disciplines have almost exclusively compartmentalized the notions of play and fun into categories of leisure and children’s playgrounds. The rhetorics of environmental design, to date, have ignored, or at best marginalized, the possibility of play outside of recreational and commercial contexts. Still, we have abundant examples of playful architecture and fun places that s
[...]
Mots-clés : Design, Architecture, Fun architecture, Game
This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment. Serious Gaming (SG) is at the crossroads of several disciplines: e-learning, computing, engineering,
[...]
Mots-clés : Serious Game, Study, Health, Defence, Education, Market, Evolution, Training
Mots-clés : serious game, thèse, game design
Abstract Professional training for risky professions involves simulation training. This kind of facilities has appeared very important to give to the workers the initial knowledge, to improve the skills of experienced workers, and to make them face rare situations for which they must be potentially ready to deal with. The past years, a broad range of simulation systems including virtuality have become available on the market, and the professions concerned are wider every year. The possibili
[...]
Mots-clés : Serious Game, Simulation, Training
Les jeux vidéo font aujourd’hui partie du paysage culturel de notre société. Si leur terrain de prédilection reste le domaine des loisirs, le courant du « Serious Game » permet d’utiliser les jeux vidéo pour de nombreuses finalités « sérieuses » : apprentissage scolaire, communication, thérapie, formation professionnelle, publicité, militantisme… Le travail présenté dans cette
[...]
Ce chapitre traite de l'origine historique des Serious Games : "The purpose of this chapter is to discuss the historical origins of Serious Games to try to understand where the current wave of "Serious Games" comes from. We first review the origins of the "Serious Games" oxymoron. We will then analyse digital games designed for serious purposes before the 2000's. Such games can be traced back to the beginning of the history of video games. We will use all these ele
[...]
Mots-clés : serious games, histoire
AbstractResearch in game-based learning environments aims to recognise and show emotion. This chapter describes the main approaches and challenges involved in achieving these goals. In addition, we propose an emotional student model that can reason about students’ emotions using observable behaviour and responses to questions. Our model uses Control-Value Theory (Pekrun et al., The control value theory of achievement emotions. An integrative approach to emotions in education. In: Schutz, P
[...]
Mots-clés : Computer Science, Computers and Education
Abstract: The impact games are known to have on commitment is pushing more and more companies to use training programmes that incorporate games, including Learning Role-Play Games. This article presents the methodology (ScenLRPG) and formalism we have defined to support instructional designers in the design of such programmes. The ScenLRPG methodology is based on two main principles: the first one is to make designers integrate the use of game principles into their reflection; the second one is
[...]
Mots-clés : Role-play game, Design support, Learning-scenario design, Formalism, Commitment