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Social gaming

Well, I was looking for games that support affective learning  related to environmental education.

Environmental education defined here as “adopting  an holistic view of the environment, integrating the natural and the social world” and I was playing with concepts learning to care,  such as  with people and nature: ecological sustainability or people and people: social justice.

Thus many serious games would fit such as social games for change, the Greepeace games (http://www.greenpeace.org/international/fungames) small casual games and I like Nukesweepers (humorous). Then I went to explore  Global Conflict: Latin America (http://www.seriousgames.dk/).  More like a character-based videogames,  you play a journal investigating… I still have to buy the game but although the demo seemed interesting but curioustly devoid of affective strategies….

Educational Video game Design

Ou la conception de jeux vidéo éducatifs

Avery pretty site, with useful resources and some content about learning with videogames (for kids). The sites is based on the PhD thesis of the author René St.Pierre ‘This method is intended to assist artists and designers in the complex process of educational video game design. It is for professionals working in the areas of culture, education, science, art, communication, research and experimentation.” I would have prefered  some articles to read  but nevertheless…. http://www.clikmedia.ca/CM/

A review of humor for computer games…

PLAY, LAUGH and MORE

Computer games are now becoming ways to communicate, teach, and influence attitudes and behavior. In this article, we address the role of humor in computer games, especially in support of serious purposes. We begin with a review of the main theories of humor, including superiority, incongruity, and relief. These theories and their interrelationships do well in helping us understand the humor process, but they have been developed in the context of traditional human activity. To explore how they relate to computer games, we present the findings of a qualitative study of player
experience of humor and show how it relates to the theoretical perspectives. We then review the main functions of humor, especially its effects on social, emotional, and cognitive behavior. We show how each of these functions can be used in game design to support the specific experiences and outcomes of game-play. Finally, we address the issue of serious games and make suggestions on how humor can inform and support the design of those games. We suggest that humor can support design by smoothing and sustaining the game mechanics. Moreover, games can draw on the functions of humor in the real world for enhancing communication, learning, and social presence. Using humor makes games richer and more powerful, as well as fun.

Simulation & Gaming To appear 2009, http://www.sagepub.com/

Games and Play

Welcome to Digital Odyssey and research into serious games , videogames,  urban games, creative play, and a lot more.

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