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Serious game

Serious game
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.[citation needed] Definition and scope[edit] Serious games are simulations of real-world events or processes designed for the purpose of solving a problem. Although serious games can be entertaining, their main purpose is to train or educate users, though it may have other purposes, such as marketing or advertisement. Overview[edit] The term "serious game" has been used long before the introduction of computer and electronic devices into entertainment. Reduced to its formal essence, a game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context. Other authors, though, (as Jeffery R. History[edit] Development[edit]

2.0 » Jeux vidéos et bibliothèques, ça évolue J'ai écrit ce blog entre 2005 et 2018, de nombreux billets peuvent vous intéresser. Désormais je m'occupe de Design des politiques publiques. Retrouvez-moi sur mon nouveau blog ! Symbioses Citoyennes Proposer et mettre en valeur des Jeux vidéos dans une bibliothèque en France est loin d’être une évidence. Très souvent considéré par les bibliothécaires comme une concession coupable à la (méchante) société de consommation (comme si la bibliothèque était en dehors, soupir), les jeux vidéos sont (très souvent) tout simplement exclus des collections ou relégués dans un coin. Pourtant dans les bibliothèques nordiques et anglo-saxonnes et nordiques, le sujet ne fait pas débat : les bibliothèques proposent de nombreux jeux et organisent même des tournois, sans que ce soit un gros poisson d’avril ! Cette situation évolue, notamment avec un stage proposé sur le sujet par la JPL. Et vous ? J'ai écrit ce blog entre 2005 et 2018, de nombreux billets peuvent vous intéresser. Et vous ?

The Path (video game) It is inspired by several versions of the fairy tale Little Red Riding Hood, and by folklore tropes and conventions in general, but set in contemporary times. The original Windows version was released on March 18, 2009 in English and Dutch. The player can choose to control one of six different sisters, who are sent one-by-one on errands by their mother to see their sick grandmother. The player can choose whether to stay on the path or to wander, where wolves are lying in wait.[8] The game begins in an apartment. The player is given control of the girl, and is instructed: "Go to Grandmother's house and stay on the path." As the player explores, they find various items scattered around. It is not required to find the Wolf. When the player enters Grandmother's house, the style of gameplay changes. When all of the girls have encountered their wolves, a girl in a white dress, who could be previously encountered by the sisters, becomes playable and visits Grandmother's house.

Casual game A casual game is a video game targeted at or used by a mass audience of casual gamers. Casual games can have any type of gameplay, and fit in any genre. They are typically distinguished by their simple rules and lack of commitment required in contrast to more complex hardcore games.[1] They require no long-term time commitment or special skills to play, and there are comparatively low production and distribution costs for the producer. Casual games are typically played on a personal computer online in web browsers, although they now are starting to become popular on game consoles and mobile phones as well. Casual gamers are typically older than traditional computer gamers,[2] and more often female,[3] with over 74% of casual gamers being female.[4] Overview Most casual games have similar basic features: The word "casual" indicates that the games are produced for the casual consumer, who comes across the game and can get into gameplay almost immediately. History Genres Distribution See also

Methods for Designing Serious Games from Indie to AAA Titles : Conferences Library DevLearn 2012 Conference & Expo - November 2, 2012 Geoff Beckstrom Lead Technical Writer GarageGames Dexter Chow Chief Creative Officer GarageGames There is a market demand for serious games in the consumer and educational markets. Participants in this session will gain a clear understanding of their options to design and develop serious games for their specific audience. In this session, you will learn: Multiple real-world game design methods How to utilize a game design and development lesson plan Your options in game design and development, whether you have a team of one or 100 Some forecasts for the future of the serious-game market Audience: Intermediate designers, developers, and instructors. Handouts You do not have access to these files.

Emploi : L'Oréal recrutera un tiers de ses stag Le groupe de cosmétiques espère ainsi diversifier son recrutement, et séduire la «net génération». Avec le lancement de Reveal, L'Oréal franchit un niveau de plus dans l'univers des business games. Accessible sur internet, ce nouveau jeu a notamment vocation à nourrir la pépinière de talents du groupe de cosmétiques. Proposant à tout étudiant, quelque soit son profil et sa nationalité, de découvrir les métiers de L'Oréal, de se tester et de se mettre en situation, il constitue une première étape à l'entretien d'embauche. «Un tiers de nos stagiaires seront bientôt recrutés de cette façon» explique François de Wazières, directeur international du Recrutement de L'Oréal, qui mise sur le potentiel de la fameuse «génération Y». Pourtant, la phase de recrutement «de visu» ne saurait être évitée.

Every Day The Same Dream Plot[edit] Gameplay[edit] The game gives the player simple controls, only enough to walk left or right using the arrow keys and interact using the spacebar.[6] Using these limited controls, the gameplay encourages the player to "subvert the limitations of the world" however possible until the narrative changes.[7] Critical Response & Analysis[edit] Interactive Experience[edit] Some find the label "game" unfit for this work, offering "interactive experience" as a more accurate definition.[8][9] Interactive Media and Design[edit] Gamasutra hosts an article discussing the importance of the game as an example of an interactive medium's capacity "to offer experiences that passive media can't possibly Interactive Media and Meaning[edit] The game demonstrates how an interactive work can convey meaning "every bit as effectively as linear media, perhaps even more so Traditional Analysis[edit] Soundtrack[edit] Pedercini originally produced a soundtrack consisting of "crappy drones [on] an electric guitar

Advergaming Advertising using games is a long-standing practice in the video game industry. Various methods have been used to integrate advertising into video games to advertise products, organizations or viewpoints.[1] The advergames sector reached $207 million in 2007.[2] Games for advertising are sometimes classified as a type of serious game, as these games have a strong educational or training purpose other than pure entertainment.[4] Other methods of advertising in video games include product placement being integrated into in-game environments[5] and companies/organizations sponsoring commercial games or other game-related content. Categories[edit] While other categories[6] have been proposed, advertising in video games normally falls into one of three categories which are derived from a historical categorization technique normally applied to traditional media: In-game advertising[edit] The principal advantage of product placement in in-games advertising is visibility and notoriety. PC[edit]

Work is a Serious Game Byron Reeves has been thinking of ways to turn work into serious play. Combining the hugely popular media of gaming with the needs of our existing workforce, he says, will increase productivity while stemming the tide of growing worker disengagement. "If it's good to be engaged at work, why should we have the tools that IBM and Oracle give us that are stunningly boring?" he asks. "All the things that are true of the software I use when I'm at home are not true of the tools we are given at work. The idea that work is work and play is play and never the two shall meet is melting quite a bit." Reeves has spent his career as a Stanford University communications professor studying how people use and respond to technology. And why not? "There are features of games that are highly engaging," he says. There is "something fundamentally human" about the way people respond to games, according to Reeves. Of course, the game has to be just right to be an effective workplace tool. www.seriosity.com

Le serious gaming et le Web 2.0 comme moteurs de croissance : Fr 250 millions d'euros par an pendant trois ans pour amorcer le déploiement du très haut débit dans les zones les moins rentables et 50 millions pour booster le serious gaming et le Web 2.0. Voilà les mesures présentées aujourd'hui en conseil des ministres. Parce que le numérique est un secteur d'activité porteur et un outil pour tous les autres secteurs, le gouvernement le considère comme un pilier de l'après-crise et lui accorde aujourd'hui quelques mesures particulières, alors que le premier jet du plan de relance de Patrick Devedjian était muet sur le sujet. Ce matin, lors du conseil des ministres, la secrétaire d'état au Développement de l'économie numérique, Nathalie Kosciusko-Morizet, présentait trois nouvelles mesures. « La Caisse des dépôts et consignation va disposer de 250 millions d'euros par an sur trois ans pour conduire la structuration de fonds propres. Le serious gaming et le Web 2.0 comme moteurs de croissance Renaissance Numérique reste sur sa faim Sourse 01netPro

Game based learning Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games. An educational game is a game designed to teach humans about a specific subject and to teach them a skill. Video games[edit] With the increase and availability of technological devises, there has been a shift in what types of games people play. Game based learning[edit] Game-based learning (GBL) is a type of game play that has defined learning outcomes. Origins[edit] Games have long been employed as a means of education. Theory[edit] According to Richard N. The built-in learning process of games is what makes a game enjoyable.

Exergaming Fitness game,[1] Exergaming or exer-gaming (a portmanteau of "exercise" and "gaming")[2] is a term used for video games that are also a form of exercise.[3] Exergaming relies on technology that tracks body movement or reaction. The genre has been credited with upending the stereotype of gaming as a sedentary activity, and promoting an active lifestyle.[4][5] However, research indicates that exergames do not actually promote a more active lifestyle.[6] Exergames are seen as evolving from technology changes aimed at making video games more fun.[7] History[edit] The genre has been mooted as a way to improve users' health through exercise,[10] but few studies have been undertaken to measure the health benefits. Smaller trials have yielded mixed results and have shown that the respective traditional methods of exercise are superior to their video game equivalents.[16] 1980s[edit] Exergaming contains elements that were developed in the virtual reality community during the 1980s. 1990s[edit]

Can computer games change the world? Serious games, which have addressed issues as varied as the Middle East conflict through to sexual coercion among teenagers, have gained the attention of governments around the world. But can they really directly affect the issues they cover? Computer games are regularly criticised as a waste of time and for offering graphic depictions of violence. Regardless of the truth of the opinion, a form of game offering a different side has increased in popularity - the serious game. "The story of games, in popular terms, is a story about adolescent boys in dark bedrooms," says journalist Tom Chatfield, who has developed computer games. "It was only really when the interfaces of games at the start of the 90s, became visually significant and serious that people started to realise that what they were doing might be a reflection of the world, in the same way as a book or a film or an article is." "Oil did hit $200 a barrel a few months later so things were really happening. Government 'games expert'

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