8 research outputs found
SpĂ©cificitĂ©s culturelles dans les jeux vidĂ©o : Baldurâs Gate II et Final Fantasy X-2, deux cas exemplaires de concepts de jeu occidentaux et orientaux
Point de dĂ©part Ă considĂ©rer aujourdâhui le paysage des jeux vidĂ©o en fonction de leurs spĂ©cificitĂ©s culturelles, il apparaĂźt que le marchĂ© europĂ©en ne produit encore quâune part relativement faible de rĂ©alisations propres. Cela concerne avant tout les jeux pour adolescents et pour adultes, ce qui nâexclut pas que des jeux vidĂ©o destinĂ©s Ă des enfants â PokĂ©mon, par exemple â ne soient aussi distribuĂ©s et utilisĂ©s Ă lâĂ©chelle du monde. Dans lâespace europĂ©en, ce sont avant tout des je..
Narrative Mechanics
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics
Narrative Mechanics
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics
Games and Rules : Game Mechanics for the "Magic Circle" /
Why do we play games and why do we play them on computers? The contributors of "Games and Rules" take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a "Magic Circle", whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo FabricatoreWhy do we play games and why do we play them on computers? The contributors of "Games and Rules" take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a "Magic Circle", whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo FabricatoreOnline resource; title from PDF title page (publisher's Web site, viewed 30. Apr 2019).WorldCat record variable field(s) change: 050, 082, 65
GSGS'19 ::4th Gamification & Serious Game Symposium
The GSGS'19 conference is at the interface between industrial needs and original answers by highlighting the playful perspective to tackle technical, training, ecological, management and communication challenges. Bringing together the strenghths of our country, this event provides a solid bridge between academia and industry through the intervention of more than 40 national and international actors. In parallel with the 53 presentations and demos, the public will be invited to participate actively through places of exchange and round tables
Le livre pour enfants
La littĂ©rature pour enfants, encore peu Ă©tudiĂ©e Ă lâuniversitĂ© en France, a pourtant Ă©tĂ© dĂ©frichĂ©e par une gĂ©nĂ©ration de hercheurs « pionniers » parmi lesquels Isabelle NiĂšres-Chevrel, professeur Ă lâuniversitĂ© Rennes 2 de 1969 Ă 2004, occupe une place essentielle. Ce volume rassemble prĂšs dâune vingtaine de contributions qui lui sont offertes en hommage au travail accompli durant ces annĂ©es de recherche, et surtout dans lâidĂ©e dâun fĂ©cond passage de relais entre les gĂ©nĂ©rations. Parmi ces « jeunes » chercheurs, plusieurs sont ou ont Ă©tĂ© ses Ă©tudiants, beaucoup se sont nourris de ses rĂ©flexions, tous incarnent la force dâune gĂ©nĂ©ration dĂ©sormais convaincue que le livre destinĂ© Ă lâenfance mĂ©rite un regard critique aussi aigu et exigeant que les formes littĂ©raires et artistiques les plus lĂ©gitimĂ©es. Formes Ă©ditoriales, rĂ©Ă©critures et traductions, interprĂ©tations par lâimage, illustration et crĂ©ation graphique pour lâenfance : tous les sujets qui ont fait lâobjet des travaux dâIsabelle NiĂšres-Chevrel trouvent ici des prolongements divers et neufs, portĂ©s par des chercheurs français mais aussi belges, suisses, allemands, espagnols, anglais, canadiens ou amĂ©ricains