Serious game
Mobiclic, MS Flight Simulator, NASCAR Racing, RollerCoaster Tycoon, Dance Revolution are all concrete examples of the explosive popularity of the serious games. Classified by their nature, they satisfy different needs. Mostly played by the young generation, these games are also a source of delight to the older demographic. Besides, this new area has opened up a new huge market, with strong economic actors such as the government, army, companies and so on, ready to invest substantial amounts in this field. In the near future, technological progress will allow the development of serious games on new devices such as the electronic book.
The combination of hardware, software as well as all accessories related to games, has led to the boom of the entertainment market for PCs and video games over the past decade. Videogames and computer games have, along the way, evolved and gone beyond mere entertainment to a global media and software sphere, resulting in the development of a new market: Serious gaming.
[...] There thousands of home games appear in the market: 1994 Wolfenstein 3D,1993-1995 Doom,DoomII,III,1999 Team Fortress Computer games are one combination of a number of important computer technologies. These occur for the following provides a platform for serious games Computer games are a combination of a number of important computer technologies. 7The “serious of games is another combination of these technologies. It is motivated by the gaming applications, but not identical to it. The term “Serious game” was first used by Clark Abt in 1970. And it is called "funny game" for a long time before the introduction of computer and electronic devices into entertainment. [...]
[...] Game developers then moved their approaches from interactive learning towards situational and constructionist paradigms. Although they are gaining acceptance, they are still facing the challenge of providing research evidences of the teaching benefits and development or improvement of certain skills and therefore to persuade stakeholders of the academic potential benefits of digital gaming. Tarja Susi, Mikael Johannesson, Per Backlund, Serious Games An Overview, op. cit. Tarja Susi, Mikael Johannesson, Per Backlund, Serious Games An Overview, op. cit Tarja Susi, Mikael Johannesson, Per Backlund, Serious Games An Overview, op. [...]
[...] They are meant for both children and adults and with technological advancements in computers and simulation; they have gone beyond being attractive extracurricular activities to infiltrate new realms business, health, or military. More than educating players, they are used as vehicles to convey ideas, “persuasive games”. The playful aspect of serious games, however, remains essential for serious games to appeal to consumers. Sussan relies on J. Huizinga‟s theory of the “magic circle” developed in 1938 and according to which an individual cannot possibly play if stepping outside of this circle, to argue that the very name of serious games constitute a breach in the circle. [...]
[...] SERIOUS GAME POLITICAL CONTEXT B. SERIOUS GAME ECONOMICAL STABILITY C. SERIOUS GAME SOCIAL APPROACH D. SERIOUS GAME'S TECHNOLOGY PURPOSE E. F. III. SERIOUS GAME ECOLOGICAL CONCERN SERIOUS GAMES LEGAL COMPLIANCY MARKET OVERVIEW A. SERIOUS GAME: THE MARKET B. SERIOUS GAME: MARKET SIZE C. SERIOUS GAME: FINANCING SERIOUS GAME MAO MEUNIER THIEBAUD VERNAIRE ZHIMIN IV. [...]
[...] Each projects will received between to Euros in order to developed their activities40. In the US this is the American army and the government which are main players that are financing and developing a lot the industry. How serious game companies can raise capital? At the beginning of the creation, the serious games were available to users for free; consequently they were not generating any sales revenues. With no or small amount of revenue it was quite difficult for them to invest in developing new games. Now, the trend has changed. [...]
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