38 results on '"ludification"'
Search Results
2. TRANSDISCIPLINARY FUTURES: ENHANCING GAME DESIGN AND INTERACTIVE MEDIA EDUCATION IN THE HIGHER EDUCATION LANDSCAPE.
- Author
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Young, Bradley
- Subjects
EDUCATIONAL games ,HIGHER education ,EDUCATIONAL programs ,TECHNOLOGICAL innovations ,DATA analysis - Abstract
The purpose of this paper is to provide a conceptual framework to further stimulate and progress the ongoing discussion and innovation around the challenges and opportunities for educational programs in Game Design and Interactive/Immersive Media. As a reflective paper it provides a curated literature overview that illustrates key drivers in this conversation and thus highlights critical aspects of recent trends that have emerged. It then situates this within the curriculum contexts and realities that presently exists within the higher education (HE) sector specifically outlining mechanisms and approaches that can be infused/adopted to enhance the quality of the learning experience and graduate outcomes in the field and allied professions. Effectively addressing these issues further provides much added value to new proposals and evolving programs in Game Design. Indeed, when examining available data it could reasonably be theorized that interdisciplinary programs in Game Design and Interactive Media could become a ubiquitous feature of the higher and continuing education landscape not dissimilar to the rise of other major fields of endeavor in recent decades. [ABSTRACT FROM AUTHOR]
- Published
- 2024
3. Homo Deludens: An Attempt to Determine the Ludicrous Elements of Culture.
- Author
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POP, Doru
- Subjects
IDEOLOGICAL analysis ,CULTURE ,DOLLMAKING ,CULTURAL history ,ORGANS (Anatomy) ,SOCIAL dynamics ,FILM adaptations - Abstract
As Mattel celebrated the 65th anniversary of Barbie in 2024, to address the issues raised by by this plastic object and its influence in our culture and collective imaginary carries profound implications. Barbie, the iconic doll created by Ruth Handler in 1954, has a long cultural history as a globally relevant phenomenon which has been explained from two conflicting perspectives: either as a feminist revolutionary model, or as a hegemonic representation. Using the conceptualization of schizophrenia and capitalism, or the “body without organs” (BwO), proposed by Deleuze and Guattari in Anti-Oedipus, this article presents Barbie as a manifestation of contemporary depletion of criticism. Discussed with the tools of ideological and ludological analysis, the movie Barbie (2023), directed by Greta Gerwig, provides the main case study for the debate about the transformations of our ludic experiences, with references to the adaptation of this popular toy to various other media. This tendency, considered to be relevant for contemporary social and economic dynamics, is related to the concept of puerilization. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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- View/download PDF
4. Tour 360 et jeu d’évasion : réalité virtuelle dans Moodle
- Author
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Nathalie Angers, Étienne Roy, and Dominic Gagné
- Subjects
plugiciels moodle ,activités immersives ,réalité virtuelle ,ludification ,ludicisation ,engagement des apprenants ,jeux d’évasion ,jeux sérieux ,récit ,Theory and practice of education ,LB5-3640 ,Special aspects of education ,LC8-6691 ,Information technology ,T58.5-58.64 - Abstract
Le RÉCITFAD développe des plugiciels pour Moodle, dont deux qui ont le potentiel d’intégrer des activités immersives : Tour 360 et Jeu d’évasion. Le plugiciel Tour 360 facilite la création d’activités immersives qui permettent à la personne apprenante de visiter virtuellement des environnements. À l’aide d’un casque de RV ou d’un support traditionnel, elle navigue d’une image ou d’une vidéo à l’autre pour y trouver des informations et des éléments interactifs. Le plugiciel Jeu d’évasion permet de proposer des défis de différentes natures et de niveaux de difficulté variés qui concordent avec les intentions pédagogiques de la personne enseignante. En plus de présenter ces deux plugiciels, cet article traite de la pertinence de créer des activités immersives en FAD et relève quelques exemples.
- Published
- 2023
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5. Un processus et des principes pour le développement de jeux sérieux en réalité virtuelle immersive
- Author
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Christine Marquis, Bruno Poellhuber, Sébastien Wall-Lacelle, and Normand Roy
- Subjects
technologies immersives ,enseignement des sciences ,ludification ,jeux sérieux ,design ,analyse de la valeur pédagogique ,Theory and practice of education ,LB5-3640 ,Special aspects of education ,LC8-6691 ,Information technology ,T58.5-58.64 - Abstract
La réalité virtuelle, qui implique un environnement généré par un système informatique donnant une impression de réalité, de présence et d'engagement (Pellas et al., 2020), a connu des développements dans le domaine de l’éducation (Freina et Ott, 2015; Jensen et Konradsen, 2018). Les avantages qu’elle présente, notamment pour la visualisation des concepts abstraits, pour la réalisation de tâches expérimentales difficiles ou impossibles à réaliser dans la réalité ainsi que pour la motivation, l’engagement et le transfert des apprentissages la rendent particulièrement utile pour l’apprentissage des sciences (Dalgarno et Lee, 2010; Lewis et al., 2021; Shin, 2017). En nous ancrant dans une démarche adaptée de l’analyse de la valeur pédagogique (Rocque et al., 1998), du modèle ADDIE, de l’art de la conception des jeux sérieux (Ryerson University, 2018) et d’un modèle de conception d’applications en réalité virtuelle (Vergara et al., 2017), nous avons développé de manière itérative différents jeux sérieux en réalité virtuelle en sciences au collégial (biologie, chimie et physique) pour finalement les mettre à l’essai en classe à l’automne 2022. Cet article vise à partager le processus expérimenté pour le développement, les résultats de chacune des étapes de ce processus ainsi que les principes qui en sont ressortis. Le tout sera utile aux acteurs du milieu de l’éducation désirant développer des jeux sérieux en réalité virtuelle.
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- 2023
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6. Rethinking gamified democracy as frictional: a comparative examination of the Decide Madrid and vTaiwan platforms.
- Author
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Tseng, Yu-Shan
- Subjects
- *
POLITICAL participation , *DEMOCRACY , *HUMAN geography , *DIGITAL technology , *CULTURAL geography , *FRICTION - Abstract
Gamification in digital design harnesses game-like elements to create rewarding and competitive systems that encourage desirable user behaviour by influencing users' bodily actions and emotions. Recently, gamification has been integrated into platforms built to fix democratic problems such as boredom and disengagement in political participation. This paper draws on an ethnographic study of two such platforms – Decide Madrid and vTaiwan – to problematise the universal, techno-deterministic account of digital democracy. I argue that gamified democracy is frictional by nature, a concept borrowed from cultural and social geographies. Incorporating gamification into interface design does not inherently enhance the user's enjoyment, motivation and engagement through controlling their behaviours. 'Friction' in the user experience includes various emotional predicaments and tactical exploitation by more advanced users. Frictional systems in the sphere of digital democracy are neither positive nor negative per se. While they may threaten systemic inclusivity or hinder users' abilities to organise and implement policy changes, friction can also provide new impetus to advance democratic practices. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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7. GAMIFICATION AND COOPERATIVE LEARNING: EFFECTS OF A HYBRIDIZATION IN PHYSICAL EDUCATION.
- Author
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Jiménez-Parra, J. F., Valero-Valenzuela, A., Conde, A., and Manzano-Sánchez, D.
- Subjects
GAMIFICATION ,PHYSICAL education - Abstract
Copyright of International Journal of Medicine & Science of Physical Activity & Sport / Revista Internacional de Medicina y Ciencias de la Actividad Física y del Deporte is the property of Revista Internacional de Medicina y Ciencias de la Actividad Fisica y del Deporte and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
8. Proposing a Typology of Ludification as a Translation Technique for PC, Console, Mobile and Online Games
- Author
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SF. Luthfie Arguby Purnomo, SF. Lukfianka Sanjaya Purnama, Lilik Untari, Arynaa Azzahra, and Nadya Octaviana Pramana Putri
- Subjects
ludification ,translation technique ,video game translation ,localization ,Language and Literature ,English language ,PE1-3729 ,Oriental languages and literatures ,PJ - Abstract
Translation technique typology indicates a lack of specific technique to evoke playful nuance – ludification. We argue that ludification might also serve as a translation technique in video game translation context. This research attempts to prove the presence of ludification translation technique. To do so, we analyzed nine PC, console, mobile, and online games from various genres and developers under the umbrella of qualitative design. The theories of lability and merrines by Huizinga, ludification of digital media by de Lange et al, and skopos by Reiss and Vermeer were applied in the analysis. The findings reveal that ludification as a translation technique is existent. This type of translation technique is made possible due to the carte blanche of video game translators. The findings also indicate that ludification as a translation technique has a distinctive typology, making it different from the other translation techniques. First, it breaks translation rules and standards to generate contextual merriness. Second, it has explanative and expressive functions. Third, it has subtypes, namely emojization, referencing, and para-localization. This study implies that the scholars of translation studies might apply this typology not only on game translation context but also audiovisual context like subtitling especially fansub, where carte blanche and creativity are required to deal with the space restriction.
- Published
- 2021
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9. Les technologies éducatives au profit du développement des athlètes
- Author
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Frédérique Campeau and Isabelle Savard
- Subjects
qualités athlétiques ,ludification ,réalité virtuelle immersive ,intelligence artificielle ,technologies éducatives ,délicieuse incertitude ,autodétermination ,Theory and practice of education ,LB5-3640 ,Special aspects of education ,LC8-6691 ,Information technology ,T58.5-58.64 - Abstract
L’émergence grandissante des technologies n’est plus une surprise pour personne. Depuis les dernières années, les chercheurs ont avancé plusieurs hypothèses et présenté autant de résultats sur les retombées avantageuses que procure l’usage des technologies éducatives sur l’apprentissage (Bulfin, Johnson et Bigum, 2015). À cet effet, plusieurs études s’intéressent à l’impact et à l’utilisation efficace de différentes technologies éducatives pour l’ensemble des matières à l’école. Néanmoins, l’éducation physique semble être le mouton noir. De ce fait, très peu d’études expliquent comment, en éducation physique, les technologies éducatives sont utilisées ainsi que l’optimisation des apprentissages qu’elles engendrent (Casey, Goodyear, et Armour, 2016). Pourtant, tout comme les apprenants, les athlètes pourraient également bénéficier des retombées avantageuses de l’utilisation des technologies éducatives afin de développer leurs qualités athlétiques. La présente recherche permet de comprendre comment l’usage de certaines technologies éducatives peut contribuer au développement des qualités athlétiques en tentant de répondre à la question suivante : Comment la ludification, la réalité virtuelle (RV) immersive et l’intelligence artificielle (IA) peuvent-elles contribuer au développement des qualités athlétiques? Afin de répondre à cette question, une analyse de la littérature est d’abord effectuée. Ensuite, un cadre théorique est élaboré. Ce dernier se base sur la création d’une synergie entre deux théories appliquées au contexte sportif et l’exploitation de ces trois stratégies pédagogiques intégrant les technologies éducatives innovantes du 21e siècle pour le développement de qualités athlétiques. Le cadre proposé permet d’envisager l’hybridation de l’enseignement et de l’apprentissage, lié au développement des qualités athlétiques.
- Published
- 2020
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10. Reflections on Ludification: Approaching a Conceptual Framework - And Discussing Inherent Challenges.
- Author
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Walther, Bo Kampmann and Larsen, Lasse Juel
- Subjects
GAMIFICATION ,FALSIFICATION ,GAMES - Abstract
This article discusses the relatively new concept of ludification with the attempt of laying the theoretical groundwork for further studies. Although ludification ties in with both gamification and the concept and practice of transmedia it possesses unique characteristics and qualities of its own, primarily evolving around games and playful ways of structuring stories. The focus point is how traditional media such as tv-series and movies incorporate gamelike traits and structures into their narrative structure. This concerns both the narrative structures that users can and cannot interact with. Among other things, we consider a deep understanding of ludification vital for the more practically oriented approach to learning through (serious) games. Thus, this paper serves as a prolegomenon to the interpretation of works of ludification, as well as to the diverse field of deploying gamified material in didactical and pedagogical context. In addition to the conceptual groundwork for understanding ludification and how it manifests itself we propose an analytical method for unearthing the traits and structures of ludification: we have coined this method the ludo-interpretation. Furthermore, this article discusses the merits and shortcomings of ludification and the ludo-interpretation in the final section where we deploy a Popperian inspired three-levelled falsification and refutation technique. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
11. THE LUDIFICATION OF THE MARKETING COMMUNICATION. GAMIFICATION TECHNIQUES USED BY HIGH-END BRANDS.
- Author
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HODOROGEA, Vasile and CĂȘVEAN, Tulia Maria
- Subjects
DIGITAL communications ,BRAND image ,GAMIFICATION ,STREAMING video & television ,BRANDING (Marketing) ,VIDEO games - Abstract
The accelerated development of new technologies, the portability of telecommunications, the proliferation of digital media and, above all, the access of the general public to all this, determine a change in the way people communicate with each other and with the commercial brands. The brands, on the other hand, need to adapt quickly to this "digital culture" in which communication takes place in any space. In the new digital age, the modern logic of marketing communication acts on the consumer in the direction of playfulness, of ludic behaviour in the process of receiving the commercial message, giving him gamification mechanisms that create the impression of control over the production of the commercial message content, through interactions with media (brand and company sites, online applications, virtual exhibition and sales spaces - e-commerce sites). Gamification may bring an experience more enjoyable and more engaging, that could not necessarily bring a valuable outcome, or changing behaviour by exploiting “gameful”, as using those techniques in relationship with education, yet it could be a way to motivate people to behave [31]. This paper uses a collective case-study method to assess the brand communication using gamification techniques for building playful content, analysing official websites, professional websites and the responses to an e-mail mini-questionnaire. The purpose of the current study was to determine if brands can „borrow” models, practices and techniques from the online or video games (the wider area of gaming) and to reproduce them in non-gaming media, in order to obtain viable commercial communication products. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
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12. A Game of Covid: Strategic Thoughts About a Ludified Pandemic
- Author
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Marius Hans Raab, Niklas Alexander Döbler, and Claus-Christian Carbon
- Subjects
strategic gamification ,COVID-19 ,pandemic ,ludification ,analogical reasoning ,crisis ,Psychology ,BF1-990 - Abstract
Many aspects of handling the COVID-19 pandemic bear a resemblance to patterns found in games. We observe point displays and leader boards, the visible assumption of roles, classic archetypes, the collection of resources, and spatial awareness. We argue that these patterns manifest spontaneously as a form of analogical reasoning, because people lack cultural and individual norms as well as cognitive scripts for a pandemic. Trying to find systematic similarities between a novel and a familiar situation is an essential cognitive strategy and a cultural tool, resulting in a spontaneous ludification of this crisis. Unfortunately, most institutions, the media and policymakers focus on attributes that are easy to communicate, not on relations and causal chains. This results in shallow analogies, where the mechanisms and dynamics of COVID-19 are not addressed. This can cause a sense of helplessness, where many people remain passive viewers. A pandemic, however, calls for cooperative action of people who understand the relations between different factors and stakeholders in order to mitigate several negative effects linked to such a crisis. We propose a psychologically founded “Strategic gamification” (here in the context of a pandemic), a form of sense-making that builds on spontaneously emerging ludic elements. By extending upon those elements through the lens of game design, we can shape the mechanics, dynamics and esthetics of a serious context in a more meaningful way. The resulting analogies have better predictive power and are suited to utilize positive aspects of gamification like engagement, elaboration and collaboration.
- Published
- 2021
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13. A Game of Covid: Strategic Thoughts About a Ludified Pandemic.
- Author
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Raab, Marius Hans, Döbler, Niklas Alexander, and Carbon, Claus-Christian
- Subjects
COVID-19 pandemic ,PANDEMICS ,STRATEGY games ,COVID-19 ,GAMIFICATION - Abstract
Many aspects of handling the COVID-19 pandemic bear a resemblance to patterns found in games. We observe point displays and leader boards, the visible assumption of roles, classic archetypes, the collection of resources, and spatial awareness. We argue that these patterns manifest spontaneously as a form of analogical reasoning, because people lack cultural and individual norms as well as cognitive scripts for a pandemic. Trying to find systematic similarities between a novel and a familiar situation is an essential cognitive strategy and a cultural tool, resulting in a spontaneous ludification of this crisis. Unfortunately, most institutions, the media and policymakers focus on attributes that are easy to communicate, not on relations and causal chains. This results in shallow analogies, where the mechanisms and dynamics of COVID-19 are not addressed. This can cause a sense of helplessness, where many people remain passive viewers. A pandemic, however, calls for cooperative action of people who understand the relations between different factors and stakeholders in order to mitigate several negative effects linked to such a crisis. We propose a psychologically founded "Strategic gamification" (here in the context of a pandemic), a form of sense-making that builds on spontaneously emerging ludic elements. By extending upon those elements through the lens of game design, we can shape the mechanics, dynamics and esthetics of a serious context in a more meaningful way. The resulting analogies have better predictive power and are suited to utilize positive aspects of gamification like engagement, elaboration and collaboration. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
14. Challenges and Opportunities of Field-based Data Collection with a Game. Analysis of the Development and use of a Game to Collect Data on People's Emotional Experience in their Environment.
- Author
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Henriet, Elisabeth, Burnay, Nathalie, Dalimier, Joséphine, Hurley, Jaycel, and Henry, Sabine
- Subjects
EMOTIONAL experience ,ACQUISITION of data ,REQUIREMENTS engineering ,EMOTIONS ,GAMES - Abstract
Copyright of BMS: Bulletin de Methodologie Sociologique (Sage Publications Ltd.) is the property of Sage Publications Inc. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
- Full Text
- View/download PDF
15. The Development of the Linguistic Risk-Taking Initiative at the University of Ottawa.
- Author
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Slavkov, Nikolay and Séror, Jérémie
- Subjects
- *
BILINGUALISM , *FRENCH as a second language , *EXPERIENTIAL learning , *GAMIFICATION - Abstract
This article capitalizes on the notion of linguistic risk-taking by focusing on a new pedagogical initiative at the University of Ottawa, an institution where courses, programs, and services in both English and French are available. In this bilingual context, we define linguistic risks as authentic communicative acts in learners' second official language (French/English) which may be "risky" due to factors such as making mistakes, being misunderstood, misunderstanding others, being judged, taking on a different identity, and changing previously established language-choice patterns. This may cause learners to miss campus-wide opportunities for authentic and meaningful second language engagement. To encourage risk-taking, we designed an initiative offering a Linguistic Risk-Taking Passport (a 26-page booklet with over 70 risks) distributed to over 500 French/English learners. The risks represent authentic activities available outside the language classroom (e.g., speak the second language at the library, approach a passer-by for directions, order food at the cafeteria, interact with professors/administrators, attend events, etc.). Learners autonomously check off risks in their passports, comment on difficulty levels, propose additional risks, and can submit passports for prizes. We survey theoretical constructs related to linguistic risk-taking, detail the development of the initiative, and conclude with future directions, including technology use. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
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16. Play and Gameful Movies: The Ludification of Modern Cinema.
- Author
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Larsen, Lasse Juel
- Abstract
The aim of this article is to advance a conceptual framework of ludification by separating out current thinking to incorporate two noninteractive cinematic areas—playful aesthetics and gameful narratives. Ludification is usually associated with the construction of ludic identities and cultural practices in the usage of new media or with application of game elements in nongame contexts known as gamification. This overlooks, on the one hand, the influence of cinematic aesthetics on computer games and, on the other hand, the extent to which play aspects and computer game elements imprint and transform the narrative compositional structures of modern cinema. The present study's investigation will present an expanded conceptualization of ludification, classified by playfulness and gamefulness through interactive/noninteractive properties, aesthetic forms of expressions, and narrative compositions under the respective headings of gamification and cinemafication. These efforts unearth five traits of computer game influences on contemporary cinema presented under the headings, (1) play worlds, (2) ludified quests, (3) controller and interfaces, (4) play experience, and (5) game structure. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
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17. Introduction to a Class-based Online Writing Environment: Gwrit (Game of Writing).
- Author
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Jinman Zhang, Rockwell, Geoffrey, Graves, Roger, Graves, Heather, McKellar, Mark, and Ranaweera, Kamal
- Subjects
WRITING ,COMPUTER assisted instruction ,GAMIFICATION ,PEER review of students - Abstract
Copyright of Digital Studies / Champ Numérique is the property of Open Library of Humanities and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2019
- Full Text
- View/download PDF
18. Spielend heilen.
- Author
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Caliskan, Yasemin, Entezari, Rosa, Eßer, Marc, Ezold, Ulrike, Gelfart, Dennis, Mariami, Hafssa, and Beutelspacher, Lisa
- Abstract
Immer häufiger sind Spielelemente Gegenstand verschiedener spielfremder Forschungsbereiche. Einzug haben diese gamifizierten Methoden mittlerweile auch im Gesundheitswesen gehalten. Dieses systematische Review untersucht den aktuellen Forschungsstand der Anwendung von Gamification in den Bereichen „Therapie“ und „Rehabilitation“ anhand von ausgewählten Studien. Ziel ist es, sowohl Forschern als auch Anwendern von gamifizierten Projekten einen Überblick über die eingesetzten Methoden und Anwendungsmöglichkeiten zu geben. Behandelt werden der Einsatz und der Erfolg von gamifizierten Systemen sowie deren Auswirkungen auf die Patienten. Es wird zudem auf Themen hingewiesen, die innerhalb der untersuchten Literatur kaum bzw. nicht behandelt wurden. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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19. La question du public et de la nature de l’emploi du jeu à des fins sérieuses : Une réflexion développée dans un cadre d’enseignement
- Author
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Stéphane Goria
- Subjects
ludification ,simulacre ,jeu de construction ,jeu utilitaire ,jeu de rôle ,sémantique du prototype ,Social Sciences - Abstract
Comme dans bien d’autres formations, les étudiants de DUT Informatique suivent des cours d’expression-communication. Mais, ce type de cours est souvent considéré comme un cours de français et donc peu digne d’intérêt pour une majorité d’étudiants. Aussi, afin d’intéresser les étudiants, nous avons tenté de mettre en place quelques formes de jeux à des fins sérieuses. Pour ce faire, nous avons tenté de mieux comprendre ce que pouvait être un jeu sérieux à partir de sa terminologie, de ses origines ainsi qu’à partir de la sémantique du prototype. Nous avons ensuite identifié certains jeux qui pouvaient être adaptés à notre situation de cours. Nous relatons à la fin de cet article, trois expériences utilisant le jeu dans notre cadre d’enseignement. Ces formes de jeu exploitent des aspects de jeux de compétition, de rôles et de construction.
- Published
- 2017
- Full Text
- View/download PDF
20. Ingress. Mobilités et sociabilités dans un jeu de réalité augmentée
- Author
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Julien Morel
- Subjects
ingress ,jeux pervasifs ,jeux géolocalisés ,ludification ,mobilité ,smartphone ,sociabilité ,rencontres ,collaboration ,Social Sciences - Abstract
Cet article se présente comme une étude de cas de la pratique d’un jeu pervasif nommé Ingress. Il cherche à comprendre la façon dont ce jeu modifie l’organisation des déplacements quotidiens tout en générant différentes formes de collaboration et de communication en situation de coprésence ou à distance. L’ethnographie de ce jeu permet de mettre en évidence un écosystème original mêlant mobilité, actions ludiques, et différents formats d’interactions sociales aboutissant au développement d’une sociabilité électronique et plus particulièrement en situation de face à face. Ce type de jeu est de nature à modifier notablement les pratiques de déplacement et développer les relations sociales tout en rendant inévitablement publique la localisation des participants.
- Published
- 2017
- Full Text
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21. The Passion as ludic practice—understanding public ritual performances in late modern society: a case study from the Netherlands.
- Author
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Klomp, Mirella and van der Meulen, Marten
- Subjects
- *
MODERN society , *MANNERS & customs ,PASSION of Jesus Christ - Abstract
This article offers the case study of a contemporary mediatized Christian passion event that takes place annually in the public sphere in the Netherlands. Contributing to debates in various studies of religion regarding religious change in late modern societies, the authors propose the concept of ‘play’ that, although not a new concept to the study of religion or ritual, is well suited to investigate religious ritual in a liquid modern world that is characterized by, as scholars state, a global ludification of culture. Play helps to explain that and in what ways a mediatized event like The Passion in a digital media culture opens a ludic space for many people, where their hermeneutical faculty to deal with the sacred is activated. This can resolve the paradox that, in a still secularizing country like the Netherlands, a ritual on the suffering and death of Jesus Christ can be so popular. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
22. Virtual Worlds and Gamification to Increase Integration of International Students in Higher Education: An Inclusive Design Approach.
- Author
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Bo Zhang, Robb, Nigel, Eyerman, Joe, and Goodman, Lizbeth
- Subjects
TEACHING methods ,EDUCATIONAL technology ,ONLINE education ,DIGITAL technology ,WORK environment - Abstract
Copyright of International Journal of E-Learning & Distance Education is the property of Canadian Network for Innovation in Education and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2017
23. Mimicking Gamers: Understanding Gamification Through Roger Caillois.
- Author
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Idone Cassone, Vincenzo
- Abstract
The recent rise of gamification lead to a revival of the traditional game studies debate on the relationship between games and society, a key theme since Huizinga, Caillois, and Suits. Yet quite surprisingly, the works of these three authors, Caillois in particular, have mainly been used to establish notable antecedents, not been reevaluated nor discussed. The following pages will first explain the reasons behind these overlooking, taking advantage of the gamification debate to compare the actual theories on the relationship between games and society, subsequently recalling Caillois’ position, pointing out analogies and differences between the present and past stances. Secondly, this article will discuss the reasons to introduce the thought of Caillois in the current debate, showing compatibility between his theories and contemporary reflections, suggesting the possibility to use them to understand gamification, by observing the long-term analogies between games and societies and the role performed by mimicry. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
24. Les technologies éducatives au profit du développement des athlètes
- Author
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Isabelle Savard and Frédérique Campeau
- Subjects
ludification ,biology ,LC8-6691 ,Athletes ,media_common.quotation_subject ,Context (language use) ,Black sheep ,Theory and practice of education ,Information technology ,biology.organism_classification ,T58.5-58.64 ,Special aspects of education ,Physical education ,délicieuse incertitude ,Surprise ,intelligence artificielle ,Pedagogy ,autodétermination ,Sociology ,qualités athlétiques ,réalité virtuelle immersive ,LB5-3640 ,media_common ,technologies éducatives - Abstract
L’émergence grandissante des technologies n’est plus une surprise pour personne. Depuis les dernières années, les chercheurs ont avancé plusieurs hypothèses et présenté autant de résultats sur les retombées avantageuses que procure l’usage des technologies éducatives sur l’apprentissage (Bulfin, Johnson et Bigum, 2015). À cet effet, plusieurs études s’intéressent à l’impact et à l’utilisation efficace de différentes technologies éducatives pour l’ensemble des matières à l’école. Néanmoins, l’éducation physique semble être le mouton noir. De ce fait, très peu d’études expliquent comment, en éducation physique, les technologies éducatives sont utilisées ainsi que l’optimisation des apprentissages qu’elles engendrent (Casey, Goodyear, et Armour, 2016). Pourtant, tout comme les apprenants, les athlètes pourraient également bénéficier des retombées avantageuses de l’utilisation des technologies éducatives afin de développer leurs qualités athlétiques. La présente recherche permet de comprendre comment l’usage de certaines technologies éducatives peut contribuer au développement des qualités athlétiques en tentant de répondre à la question suivante : Comment la ludification, la réalité virtuelle (RV) immersive et l’intelligence artificielle (IA) peuvent-elles contribuer au développement des qualités athlétiques? Afin de répondre à cette question, une analyse de la littérature est d’abord effectuée. Ensuite, un cadre théorique est élaboré. Ce dernier se base sur la création d’une synergie entre deux théories appliquées au contexte sportif et l’exploitation de ces trois stratégies pédagogiques intégrant les technologies éducatives innovantes du 21e siècle pour le développement de qualités athlétiques. Le cadre proposé permet d’envisager l’hybridation de l’enseignement et de l’apprentissage, lié au développement des qualités athlétiques.
- Published
- 2020
25. Perceiving Playful Photography
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Kuivila, Juuso, Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences, and Tampere University
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ludification ,playing (games and sports) ,frame ,digital games ,photography ,photograph ,play studies ,Master's Programme in Game Studies ,sense datum theory ,game ,ludic ,image ,play ,ludic form ,photographic art ,engagement - Abstract
This thesis looks at the practice of photography (and the perception of the photographer) through the lens (pun unintended) of game studies. In plain terms an example of such practices might be the playfulness in seeing a face on the moon, or animals in clouds. The scope of a master’s thesis requires a limited dataset, and as such the case is illustrated by analyzing existing photo material through game studies frameworks, especially Caillois, with autoethnographic methods. Photography affords the photographer a goal: to produce somehow meaningful imagery. This re-framing of the perceived is reminiscent of philosophical theories like sense datum theory and certain notions in the discipline of art studies, concerning art as a rhetorical practice. A camera might also be considered as a portable magic circle, or a portable Stevensian threshold, in the context of play in cities. The photographer looks through a viewfinder, and the size of objects can be irrelevant: consider the tower of Pisa being held up by a tourist. Actions of subjects can become play or ritualistic by framing. Distance can be rearranged, and separate props placed together using this portable threshold. This thesis briefly explores several frameworks and theories in an interdisciplinary literature section, then suggesting that the varied approaches to be found in Game Studies are not, in the author's opinion, any less applicable than many of the other frameworks or fields of study applied to it, and may indeed enhance the research into what is at play with photography
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- 2022
26. Diversity of Play
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Fuchs, Mathias
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Gamification ,Diversity ,Play Studies ,Game Studies ,Gothic ,Narratology ,Ludology ,Ludification ,bic Book Industry Communication::A The arts::AP Film, TV & radio - Abstract
The early days when digital games were new, harmless, and a niche are long gone. Today’s games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of our contemporary society. Based on the keynote lectures held at DiGRA2015, “Diversity of Play” provides a critical view on the current stage of digital games from a theoretic, artistic, and practical perspective by pointing towards the uncanny, the power of “unnatural” narratives, and the exceptions and uncertainties of digital ludic environments. With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg.
- Published
- 2015
- Full Text
- View/download PDF
27. Reflections on Ludification: Approaching a Conceptual Framework – And Discussing Inherent Challenges
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Bo Kampmann Walther and Lasse Juel Larsen
- Subjects
Play theory ,Ludification - Gamification - Play theory - Game design - Learning ,Game design ,Applied Mathematics ,QA75.5-76.95 ,Gamification ,Computer Graphics and Computer-Aided Design ,Epistemology ,Education ,Human-Computer Interaction ,QA76.75-76.765 ,Conceptual framework ,Artificial Intelligence ,Electronic computers. Computer science ,Ludification ,Learning ,Sociology ,Computer software ,Software - Abstract
This article discusses the relatively new concept of ludification with the attempt of laying the theoretical groundwork for further studies. Although ludification ties in with both gamification and the concept and practice of transmedia it possesses unique characteristics and qualities of its own, primarily evolving around games and playful ways of structuring stories. The focus point is how traditional media such as tv-series and movies incorporate game-like traits and structures into their narrative structure. This concerns both the narrative structures that users can and cannot interact with. Among other things, we consider a deep understanding of ludification vital for the more practically oriented approach to learning through (serious) games. Thus, this paper serves as a prolegomenon to the interpretation of works of ludification, as well as to the diverse field of deploying gamified material in didactical and pedagogical context. In addition to the conceptual groundwork for understanding ludification and how it manifests itself we propose an analytical method for unearthing the traits and structures of ludification: we have coined this method the ludo-interpretation. Furthermore, this article discusses the merits and shortcomings of ludification and the ludo-interpretation in the final section where we deploy a Popperian inspired three-levelled falsification and refutation technique.
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- 2021
- Full Text
- View/download PDF
28. Adaptive gamification of digital learning environments
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HALLIFAX, Stuart, Laboratoire d'InfoRmatique en Image et Systèmes d'information (LIRIS), Institut National des Sciences Appliquées de Lyon (INSA Lyon), Université de Lyon-Institut National des Sciences Appliquées (INSA)-Université de Lyon-Institut National des Sciences Appliquées (INSA)-Centre National de la Recherche Scientifique (CNRS)-Université Claude Bernard Lyon 1 (UCBL), Université de Lyon-École Centrale de Lyon (ECL), Université de Lyon-Université Lumière - Lyon 2 (UL2), Situated Interaction, Collaboration, Adaptation and Learning (SICAL), Université de Lyon-Université Lumière - Lyon 2 (UL2)-Institut National des Sciences Appliquées de Lyon (INSA Lyon), Université Jean Moulin Lyon 3, Elise Lavoué, Jean-Charles Marty, and Audrey Serna
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Engagement ,Motivation ,Conception "meaningful" ,Comportement ,Meaningful gamification ,Gamification ,Meaningful Design ,Apprentissage ,Modèle de l'apprenant ,Tailored gamification ,Ludification adaptative ,Ludification ,Ludification "meaningful" ,Learning ,Behaviour ,[INFO.EIAH]Computer Science [cs]/Technology for Human Learning ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,Adpative gamification ,Learner model - Abstract
Gamification, the use of game elements in non game contexts, is becoming widely used in the educational field to enhance learner engagement, motivation, and performance. Many current approaches propose systems where learners use the same game elements. However, recent studies show that learners react differently to different game elements, and that learner motivation, engagement, and performance can vary greatly depending on individual characteristics such as personality, game preferences, and motivation for the learning activity. Results indicate that in some cases game elements that are not adapted to learners can at best fail to motivate them, and at worst demotivate them. Therefore, adapting game elements to individual learner preferences is important. This thesis was part of the LudiMoodle project, dedicated to the gamification of learning resources to enhance learner engagement and motivation. In this thesis, I propose a new system that adapts relevant game elements to learners using individual characteristics, as well as learner engagement. This work is based on previous results in the general gamification field, as well as more specific results from gamification in education. Our main goal is to propose a generic adaptation engine model, instantiated with specific adaptation rules for our educational context. This manuscript presents four major contributions: (1) A general adaptation engine architecture that can be implemented to propose relevant game elements for learners, using both a static and dynamic adaptation approach; (2) A design space and design tools that allows the creation of relevant and meaningful game elements, in collaboration with the various actors of the gamification process (designers, teachers, learners etc.); (3) A static adaptation approach that uses a compromise between both learners' player profile (i.e. preferences for games) and their initial motivation for the learning task; (4) A dynamic learner model built on a trace-based approach to propose an adaptation intervention when an abnormal decrease in engagement is detected. The adaptation engine was implemented in a prototype for the LudiMoodle project, that was used by 258 learners in 4 different secondary schools in France for learning mathematics. To build this prototype we ran a real world study, where learners used this tool as a part of their normal mathematics course. From this study, we ran multiple analyses to better understand the factors that influence the motivational variations of the learners, and how their interaction traces could predict their engagement with the learning task. These analyses served to evaluate the impact of the adaptation of game elements on learner motivation and engagement, and to build the trace based model used for dynamic adaptation.This work represents a significant advancement for the adaptive gamification field, through a generic model for static and dynamic adaptation, with the former based on individual learner characteristics, and the latter on observed learner engagement. I also provide tools and recommendations for designers, to help explore different game element designs. Finally, I discuss these findings in terms of research perspectives, notably with regards to further possible advancements in the dynamic adaptation domain.; La ludification, l'utilisation des éléments de jeux dans des contextes non-jeux, devient de plus en plus utilisé dans le domaine de l'éducation pour soutenir l'engagement, la motivation, et la performance des apprenants. Beaucoup d'approches actuelles proposent des systèmes où les apprenants utilisent les mêmes éléments de jeux. Cependant, d'études récentes montrent que les apprenants réagissent différemment aux éléments de jeux, et que leur motivation, engagement et performance peuvent varier grandement en fonction des caractéristiques individuelles tel que la personnalité, les préférences pour les jeux vidéo et la motivation pour l'activité d'apprentissage. Les résultats indiquent que dans certains cas les éléments non adaptés aux apprenants peuvent au mieux échouer dans leur tâche motivationnelle, et au pire démotiver les apprenants. Il est donc important d'adapter les éléments ludiques aux apprenants. Cette thèse s'est déroulé dans le cadre du projet LudiMoodle, qui a pour but la ludification de ressources pédagogiques afin d'améliorer l'engagement et la motivation apprenante. Dans cette thèse je propose un nouveau système qui adapte des éléments ludiques en utilisant des caractéristiques individuelles des apprenants, ainsi que leur engagement. Nos travaux se basent sur des résultats généraux du domaine de la ludification, ainsi que des résultats plus spécifiques dans le domaine de l'éducation. Notre but principal était de proposer un moteur d'adaptation générique, instancié avec des règles d'adaptation spécifiques à notre contexte.Ce manuscrit présente quatre contributions majeures: (1) Un moteur d'adaptation général qui peut être implémenté pour proposer des éléments de jeux appropriés aux apprenants, utilisant à la fois une approche d'adaptation statique et dynamique; (2) Un espace et des outils de conception qui permettent la création d'éléments de jeux pertinents, en collaboration avec les divers acteurs de la ludification (concepteurs, enseignants, apprenants etc.); (3) Une approche d'adaptation statique qui établit un compromis entre un le profil de joueur d'un apprenant et leur motivation initiale pour la tâche d'apprentissage; (4) Un modèle d'apprenant dynamique construit utilisant une approche basée sur les traces pour proposer des interventions d'adaptation quand des baisses d'engagement sont détectés.Ce moteur d'adaptation a été implémenté dans un prototype utilisé dans le contexte du projet LudiMoodle, qui a été utilisé par 258 apprenants dans 4 collèges Français différents pour l'apprentissage des mathématiques. Pour mettre en place ce prototype nous avons mené une étude dans des conditions réelles, où les apprenants l'ont utilisé pendant leur cours de mathématiques. Avec les résultats de cette étude nous avons fait plusieurs analyses pour mieux comprendre les facteurs qui ont influencé les variations motivationnelles des apprenants, et comment leurs traces d'interaction peuvent prédire leur engagement avec la tâche d'apprentissage. Ces analyses ont servi à évaluer l'impact de l'adaptation des éléments de jeux sur la motivation et engagement des apprenants, et construire notre modèle de traces pour l'adaptation dynamique.Ce travail représente une avancée significative dans le domaine de la ludification adaptative, à travers un modèle générique pour l'adaptation statique et dynamique, le premier étant basé sur les caractéristiques individuelles des apprenants, et le second sur l'engagement observé des apprenants. Je fournis aussi des outils et recommandations pour les concepteurs, pour aider dans la conception d'éléments de jeux. Enfin, je discute ces résultats dans des perspectives de recherche futures, notamment au regard d'avancées possibles dans le domaine de l'adaptation dynamique.
- Published
- 2020
29. Gamification and Beyond:The Case of Ludification
- Author
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Walther, Bo Kampmann, Larsen, Lasse Juel, Marfisi-Schottman, Iza, Bellotti, Francesco, Hamon, Ludovic, and Klemke, Roland
- Subjects
Play theory ,Game design ,Ludification ,Learning ,Gamification - Abstract
This paper discusses the relatively new concept of ludification with the attempt of laying the theoretical groundwork for further studies. Although ludification ties in with both gamification and the concept and practice of transmedia it possesses unique characteristics and qualities of its own, primarily evolving around playful ways of creating and interacting with stories. The focus point is especially how traditional media such as tv-series and movies incorporate game-like structures into their narrative structure. This concerns both the narrative structures that users can and cannot interact with. Among other things, we consider a deep understanding of ludification vital for the more practically oriented approach to learning through (serious) games and game mechanics. Thus, this paper serves as a prolegomenon to the interpretation of works of ludification, as well as to the diverse field of deploying ludified material in didactical and pedagogical context.
- Published
- 2020
- Full Text
- View/download PDF
30. No game, no gain. How different gamification types motivate people to use a website
- Author
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Shpiliak, Anastasiia, Université Grenoble Alpes - Institut d'Administration des Entreprises (UGA IAE), Université Grenoble Alpes [2016-2019] (UGA [2016-2019]), and Jean-Luc Giannelloni
- Subjects
Engagement ,Website ,Intrinsic motivation ,Site web ,Ludification ,[SHS.GESTION]Humanities and Social Sciences/Business administration ,Behaviour ,Gamification ,Motivation intrinsèque - Abstract
Previous research has proven gamification to be an effective tool for many spheres, including digital marketing and website development. Nevertheless, the notion of gamification and the variety of ways of its implementation are not concrete enough to make certain claims regarding its efficacy. Authors use different elements, in order to gamify different processes, which leads them to controversial results. To address this problem, this research is focused on a concrete use of welldefined gamification types, namely, content and structural gamification, in a website creation and promotion context. The thesis considers the influence of the gamified website on the on the development of intrinsic motivation of a user, and his engagement with the website, which thus may cause the change of a behaviour of a website user.; Des recherches antérieures ont démontré que la gamification est un outil efficace dans de nombreux domaines, y compris le marketing numérique et le développement de sites Web. Néanmoins, la notion de gamification et la variété des modalités de sa mise en œuvre ne sont pas assez concrètes pour prétendre à certaines revendications quant à son efficacité. Les auteurs utilisent différents éléments, afin de gamifier à différents processus, ce qui les conduit à des résultats controversés. Pour résoudre ce problème, cette recherche est axée sur l'utilisation concrète de types de la gamification bien définis, à savoir le contenu et le jeu structurel, dans un contexte de création et de promotion de sites Web. La thèse porte sur l'influence du site Web joué sur le développement de la motivation intrinsèque d'un utilisateur et sur son engagement sur le site Web, ce qui peut donc entraîner le changement de comportement d'un utilisateur du site Web.
- Published
- 2019
31. Bibliothèques numériques et crowdsourcing
- Author
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Andro, Mathieu, DIST Délégation Information Scientifique et Technique (DV-IST), Institut National de la Recherche Agronomique (INRA), Laboratoire Paragraphe (PARAGRAPHE), Université Paris 8 Vincennes-Saint-Denis (UP8)-Université de Cergy Pontoise (UCP), Université Paris-Seine-Université Paris-Seine, Université Paris 8 Vincennes Saint-Denis, Imad Saleh, Samuel Szoniecky, Numalire, ProdInra, Migration, and Andro, Mathieu
- Subjects
correction participative de l’OCR ,bibliothèques ,[SHS.INFO]Humanities and Social Sciences/Library and information sciences ,bibliothèques numériques ,numérisation à la demande ,[SHS.INFO] Humanities and Social Sciences/Library and information sciences ,digital libraries ,Games with a purpose ,libraries ,game with a purpose ,transcription participative de manuscrits ,POD ,[INFO.INFO-DL]Computer Science [cs]/Digital Libraries [cs.DL] ,folksonomie ,gamification ,ebooks on demand ,GWAP ,financement participatif ,print on demand ,digitization on demand ,ludification ,crowdfunding ,ubérisation du travail ,communitysourcing ,nichesourcing ,OCR ,user generated content ,Human computation ,impression à la demande ,crowdsourcing ,[INFO.INFO-DL] Computer Science [cs]/Digital Libraries [cs.DL] ,numérisation - Abstract
Instead of outsource tasks to providers in cheap labour countries, libraries increasingly appeal to online crowds, making relationship with their users more collaborative. The PhD begins with a conceptual chapter on the consequences of this new economic model on society and on libraries. Then, an overview of the projects is presented in the areas of digitization on demand (crowdfunding) and OCR correction with gamification and folksonomy. It is followed by a state of the art, a review and analysis on crowdsourcing applied to digitization and digital libraries. Finally, conceptual contributions and original experiments, with Numalire, a crowdfunding and digitization on demand project are presented.; Au lieu d’externaliser certaines tâches auprès de prestataires ayant recours à des pays dont la main d’œuvre est bon marché, les bibliothèques dans le monde font de plus en plus appel aux foules d’internautes, rendant plus collaborative leur relation avec les usagers. Après un chapitre conceptuel sur les conséquences de ce nouveau modèle économique sur la société et sur les bibliothèques, un panorama des projets est présenté dans les domaines de la numérisation à la demande, de la correction participative de l’OCR notamment sous la forme de jeux (gamification) et de la folksonomie. Ce panorama débouche sur un état de l’art du crowdsourcing appliqué à la numérisation et aux bibliothèques numériques et sur des analyses dans le domaine des sciences de l’information et de la communication. Enfin, sont présentées des apports conceptuels et des expérimentations originales, principalement autour du projet Numalire de numérisation à la demande par crowdfunding.
- Published
- 2018
32. Ludifier un simulateur d’examen en recourant à des badges – Effets sur la participation, la perception et la performance
- Author
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Jean-François Van de Poël, Dominique Verpoorten, Maryse Hoebeke, and Pierre-Xavier Marique
- Subjects
Social Sciences and Humanities ,050105 experimental psychology ,Ludification ,0501 psychology and cognitive sciences ,e-learning ,badges ,undergraduate ,lcsh:LC8-6691 ,lcsh:Special aspects of education ,05 social sciences ,enseignement supérieur ,050301 education ,General Medicine ,Gamification ,physique ,higher education ,QCM ,MCQ ,didactique des sciences ,bachelier ,Sciences Humaines et Sociales ,science education ,lcsh:L ,0503 education ,physics ,lcsh:Education - Abstract
Cet article décrit, analyse et évalue la ludification d’un simulateur d’examen au travers de l’installation d’une dynamique d’octroi de badges. Destiné à des étudiants de première année en médecine, cet outil a pour objectif de les familiariser avec la résolution de QCM et de favoriser la maîtrise des prérequis et de la matière enseignée dans le cadre d’un cours de physique. Cette recherche met en évidence l’impact positif des badges sur la fréquentation du simulateur d’examen, la perception de sa contribution à l’étude et les performances à l’examen., This article describes, analyses and questions the gamification of an examination simulator through the implementation of a dynamic system of badges used as awards. This tool targets first-year medicine students. Its purpose is to introduce students to MCQ tests and to improve their command of the pre-requisite knowledge and new topics taught in physics classes. This research highlights the positive impact of the examination simulator on participation, performance, and perception.
- Published
- 2018
33. Toyification. A Conceptual Statement
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Thibault, Mattia, Heljakka, Katriina, Mas, François-Xavier, Gilles Brougère, Mark Allen, University of Tampere [Finland], University of Turku, and International Toy Research Association (ITRA)
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ludification ,[SHS.EDU]Humanities and Social Sciences/Education ,design ,[SHS.EDU] Humanities and Social Sciences/Education ,playification ,gamification ,[SHS] Humanities and Social Sciences ,adult play ,[SHS]Humanities and Social Sciences ,toyification - Abstract
International audience; Our paper focuses on toyification. By this phenomenon, we point to two, parallel developments: 1) The increasing prestige of toys, which start to find their way in classrooms, art museums, fashion and so on, influencing in this way other languages, and, 2) The deliberate attempt to design products according to toy aesthetics in order to make them more appealing. More specifically, toyification communicates the idea of an entity (physical, digital or hybrid) being intentionally reinforced with toyish elements or dimensions; an object, a structure, an application, a character or a technology designed to acquire a toyish appearance, form or function.
- Published
- 2018
34. Signes et jouabilité : l’interface comme outil de ludicisation
- Author
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Barnabé, Fanny
- Subjects
lcsh:Social Sciences ,lcsh:H ,ludification ,numérique ,playability ,digital ,ludicisation ,natural user interfaces ,interface ,jouabilité ,interfaces naturelles ,videogame ,jeu vidéo - Abstract
Comme en témoignent les récents travaux sur le sujet (Rao, 2008 ; Simonnot, 2008 ; l’ensemble des communications présentées au colloque Jeu et jouabilité à l’ère numérique), les chercheurs semblent aujourd’hui s’accorder sur le fait que le numérique possède une jouabilité intrinsèque (il est « ludogène », selon Vial, 2012) et que cette propriété n’est pas étrangère à l’actuelle généralisation des phénomènes de « gamification » ou de « ludicisation » (Genvo, 2011). Dans le prolongement de ces réflexions, cet article vise à interroger un aspect défini du rapport privilégié entre numérique et jeu, à savoir le rôle fondateur qu’y jouent les interfaces (tant graphiques que physiques). Nous tentons ici de démontrer, par le biais de divers exemples, la nature profondément jouable (c’est-à-dire susceptible de faire émerger un play) des différents types d’interface, mais aussi d’en questionner les causes : existe-t-il un fondement structurel qui pourrait expliquer cette affinité avec le ludique ? Dans ce but, les théories du jeu en tant que play sont croisées avec celles de l’interface pour y déceler l’existence de nombreuses redondances. L’hypothèse qui guide ce travail est que la jouabilité propre à ce dispositif médiateur tient davantage à sa nature sémiotique qu’à son appartenance au numérique. En effet, en tant que système de signes, l’interface est pourvue de deux caractéristiques qui la rendent propre à susciter une attitude ludique chez l’utilisateur : le second degré et l’augmentation du pouvoir faire., As shown by the recent works on the subject (Rao, 2008 ; Simonnot, 2008 ; all papers presented at the symposium Game and playability in the digital age), researchers now seem to agree on the fact that the digital has an intrinsic playability (it is “ludogenic” according to Vial, 2012) and that this property is not uninvolved with the current spread of the “gamification” or “ludification” (Genvo, 2011) phenomenons. Following these considerations, this paper aims to examine a specific angle of this privileged relationship between digital and game, namely the fundamental role played by the interfaces (both graphical and physical). We will try to demonstrate through various examples the deeply playable nature (I.e suitable to set off a playful attitude) of the different kinds of interface, but also to examine its causes: is there a structural basis that could explain this affinity with the play? With this aim in mind, theories of game (playful attitude) will be intersected with interface theories in order to demonstrate the existence of many similarities. The hypothesis that guides this work is that this transitional device’s playability owes more to its semiotic nature than to its belonging to digital. Indeed, as a system of signs, the interface has two characteristics that make it fit to generate a playful attitude in the user: the metaphoric distance and the increase of possible actions., Interfaces numériques, 4(1), 2015
- Published
- 2017
35. Quelle recherche demain sur les gares
- Author
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Luc GWIAZDZINSKI, Pacte, Laboratoire de sciences sociales (PACTE), Sciences Po Grenoble - Institut d'études politiques de Grenoble (IEPG)-Centre National de la Recherche Scientifique (CNRS)-Université Grenoble Alpes [2016-2019] (UGA [2016-2019]), PUCA, Gares et connexions, Ecole des ponts, and Gwiazdzinski, Luc
- Subjects
[SHS.ARCHI]Humanities and Social Sciences/Architecture, space management ,ludification ,[SHS.SOCIO]Humanities and Social Sciences/Sociology ,[SHS.SOCIO] Humanities and Social Sciences/Sociology ,Gares ferroviaires ,[SHS.GEO] Humanities and Social Sciences/Geography ,[SHS.GEO]Humanities and Social Sciences/Geography ,espace public ,[SHS.SCIPO]Humanities and Social Sciences/Political science ,temporalités urbaines ,Ergonomie ,hospitalité ,[SHS.ARCHI] Humanities and Social Sciences/Architecture, space management ,[SHS.SCIPO] Humanities and Social Sciences/Political science ,ComputingMilieux_MISCELLANEOUS - Abstract
International audience
- Published
- 2016
36. Soutenir la motivation des participants aux MOOC : quels rôles pour la ludification, la mobilité et l’aspect social?
- Author
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Julien Bugmann and Thierry Karsenti
- Subjects
lcsh:LC8-6691 ,Social Sciences and Humanities ,ludification ,lcsh:Special aspects of education ,formation à distance ,apprentissage nomade ,05 social sciences ,050301 education ,MOOC ,050801 communication & media studies ,General Medicine ,Social dimension ,mobile learning ,0508 media and communications ,motivation ,distance learning ,Sciences Humaines et Sociales ,gamification ,Psychology ,lcsh:L ,Social psychology ,0503 education ,lcsh:Education - Abstract
Les objectifs de nos travaux étaient de décrire le rôle de la ludification des apprentissages et de la mobilité (apprentissage nomade) dans la motivation des participants à un MOOC, et d’établir d’autres caractéristiques d’un MOOC susceptibles de participer à la motivation des apprenants. Au moyen de deux enquêtes, nous avons interrogé quelque 4 669 participants d’Afrique. Les données recueillies permettent d’abord de brosser un portrait général des principaux avantages et défis rencontrés par les participants à ce MOOC. Nous nous sommes ensuite intéressés à l’impact du MOOC sur la motivation des apprenants. Nous avons cherché à comprendre le rôle des stratégies de ludification mises en place, de même que l’intérêt des apprenants pour les questions d’apprentissage mobile ou nomade dans un MOOC. Nos résultats révèlent notamment que les caractéristiques mises en place dans la structure du MOOC CERTICE participent largement à la motivation des participants. Par ailleurs, les aspects mobiles semblent eux aussi très recherchés par ces derniers., This study aimed to describe how students enrolled in a MOOC can be motivated by gamification, mobile learning modes (nomadic learning), and other MOOC features. We conducted two surveys in a total sample of 4,669 African students. Based on their responses, we paint a broad portrait of the main benefits and challenges as perceived by the students. We then look at how the MOOC impacts student motivation. We wanted to shed light on how current gamification strategies as well as mobile learning modes can encourage students to continue taking a MOOC. The results show that certain features of the MOOC CERTICE program boost student motivation. Mobile capabilities also appear to be highly popular with students.
- Published
- 2016
37. Rethinking Gamification
- Author
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Fuchs, Mathias, Fizek, Sonia, Ruffino, Paolo, and Schrape, Niklas
- Subjects
ludification ,homo ludens ,gamification ,Cultural studies ,play - Abstract
Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game.The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!
- Published
- 2014
38. The Need for Speed! Experimenting with 'Speed Training' in the Scientific/Technical Translation Classroom
- Author
-
Lynne Bowker
- Subjects
060201 languages & linguistics ,translator training ,time pressure ,Linguistics and Language ,Social Sciences and Humanities ,ludification ,speed translation ,travail sous pression ,formation des traducteurs ,traduction éclair ,Technical translation ,06 humanities and the arts ,Language and Linguistics ,Political science ,apprentis traducteurs ,0602 languages and literature ,Sciences Humaines et Sociales ,translation students ,gamification ,Humanities - Abstract
Dans la plupart des cours de traduction, on encourage les étudiants à prendre le temps de réfléchir, à analyser en profondeur et à soupeser leurs décisions. Cependant, à mesure qu’approche la fin de leur formation, ils doivent commencer à se préparer aux impératifs du marché, où ils devront travailler sous pression. Dans cette perspective, il serait judicieux d’envisager l’apprentissage situé, fondé sur des situations authentiques qui soumettent les compétences des apprentis traducteurs à des exercices en temps limité. Le présent article décrit un projet pilote de formation sous pression qui s’est tenu dans un cours de traduction scientifique et technique offert aux étudiants en fin de programme de traduction à l’Université d’Ottawa : 29 étudiants ont participé à 9 exercices de traduction éclair de textes portant sur divers thèmes scientifiques et techniques. La ludification a été introduite à titre de stratégie pédagogique afin d’optimiser la participation au projet. Les textes produits ont été analysés afin que soit noté le progrès des étudiants tout au long du cours, et ces derniers ont dû évaluer leur expérience. Bien que les résultats du projet ne prétendent pas à la validité scientifique, ils suggèrent que les exercices de traduction éclair contribuent à la formation des traducteurs en leur donnant confiance en eux. En effet, les participants ont affirmé se fier davantage à leurs capacités et à leur jugement plutôt que de s’en remettre aveuglément aux ouvrages de référence., Most translator training courses focus on encouraging students to reflect fully, to analyze deeply, and to weigh options carefully. However, as they near the end of a translation program, they must also begin preparing for the workplace, where they will need to translate on tight deadlines. Therefore, the addition of authentic and situated learning that tests and improves students’ translation skills under time pressure makes sense. This article describes a pilot project in speed training that took place in a scientific/technical translation course taught during the final semester of a translation program at the University of Ottawa. As part of the experiment, 29 students participated in nine speed training exercises on texts dealing with various scientific/technical subjects. Gamification was introduced as a pedagogical strategy to engage the students during the speed training. The resulting translations were analyzed, the students’ progress was charted over the course of the semester, and they were surveyed about their experience. Though not scientifically valid, the results nonetheless suggest that students can benefit from speed training. Participants reported feeling more confident in their abilities and judgment and less likely to rely blindly on information resources.
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