Classifying Serious Games: The G/P/S ModelDamien Djaouti (IRIT – University of Toulouse, France), Julian Alvarez (IRIT – University of Toulouse, France) and Jean-Pierre Jessel (IRIT – University of Toulouse, France)
Copyright © 2011. 19 pages.
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DOI: 10.4018/978-1-60960-495-0.ch006, ISBN13: 9781609604950, ISBN10: 1609604954, EISBN13: 9781609604967 Sample PDFCite Chapter
MLA
Djaouti, Damien, Julian Alvarez and Jean-Pierre Jessel. "Classifying Serious Games: The G/P/S Model." Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. IGI Global, 2011. 118-136. Web. 23 May. 2012. doi:10.4018/978-1-60960-495-0.ch006
APA
Djaouti, D., Alvarez, J., & Jessel, J. (2011). Classifying Serious Games: The G/P/S Model. In P. Felicia (Ed.), Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches (pp. 118-136). Hershey, PA: Information Science Reference. doi:10.4018/978-1-60960-495-0.ch006
Chicago
Djaouti, Damien, Julian Alvarez and Jean-Pierre Jessel. "Classifying Serious Games: The G/P/S Model." In Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches, ed. Patrick Felicia, 118-136 (2011), accessed May 23, 2012. doi:10.4018/978-1-60960-495-0.ch006
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 Favorite | | TopAbstractThe purpose of this chapter is to introduce an overall classification system for Serious Games. ?The intention of this classification is to guide people through the vast field of Serious Games by providing them with a general overview. For example, it may appeal to teachers who wish to find games with strong educational potential though they may be outside the “edugames” field. This chapter will start by discussing the definition of Serious Games, and define them as having a combination of “serious” and “game” aspects. This theoretical framework will be used to review previous classification systems and discuss their limitations. It will then introduce a new classification that addresses a number of these limitations: the G/P/S model. This classifies games according to both their “serious-related” and “game-related” characteristics, and combines the strengths of several previous classification systems. TopComplete Chapter List|
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| Research Review: Empirical Studies on Computer Game Play in Science Education
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| The Use of Computer Games in Education: A Review of the Literature
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| European Schoolnet1’s Games in Schools Study: The Current State of Play in European Schools and the Game Ahead
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| A First Step towards Integrating Educational Theory and Game Design
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| Classifying Serious Games: The G/P/S Model
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Damien Djaouti (IRIT – University of Toulouse, France), Julian Alvarez (IRIT – University of Toulouse, France), Jean-Pierre Jessel (IRIT – University of Toulouse, France)
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| Game-Based Learning Design Patterns: An Approach to Support the Development of “Better” Educational Games
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Manuel Ecker (University of Education Weingarten, Germany), Wolfgang Müller (University of Education Weingarten, Germany), Johannes Zylka (University of Education Weingarten, Germany)
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| I’d Rather Be Playing Calculus: Adapting Entertainment Game Structures to Educational Games
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| Game Literacy: Assessing its Value for Both Classification and Public Perceptions of Games in aNew Zealand Context
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| Unifying Instructional and Game Design
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| A Theoretical Background for Educational Video Games: Games, Signs, Knowledge
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| ARGuing for Multilingual Motivation in Web 2.0: An Evaluation of a Large-Scale European Pilot
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| Computer Games for Affective Learning
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| Motivating By Design: Using Digital-Game Based Learning Techniques to Create an Interesting Problem-Based Learning Environment
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| Assessing Engagement in Serious Educational Games: The Development of the Student Engaged Learning in a Technology Rich Interactive Classroom (SELTIC)
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Leonard A. Annetta (North Carolina State University, USA), Richard Lamb (North Carolina State University, USA), Brandy Bowling (North Carolina State University, USA), Rebecca Cheng (North Carolina State University, USA)
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| Games that Motivate to Learn: Design Serious Games by Identified Regulations
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Menno Deen (Fontys University of Applied Sciences, The Netherlands), Ben A.M. Schouten (Fontys University of Applied Sciences, The Netherlands)
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| Theories of Motivation for Adults Learning with Games
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| Collaborative Learning in Massively Multiplayer Online Games: A Review of Social, Cognitive and Motivational Perspectives
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| How Digital Gaming Enhances Non-Formal and Informal Learning
(pages 395-412)
Daniel Aranda (Universitat Oberta de Catalunya, Spain), Jordi Sánchez-Navarro (Universitat Oberta de Catalunya, Spain)
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20.
| Understanding Serious Gaming: A Psychological Perspective
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Priscilla Haring (VU University Amsterdam, The Netherlands), Dimitrina Chakinska (VU University Amersterdam, The Netherlands), Ute Ritterfeld (Technical University of Dortmund, Germany)
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21.
| Using Spatial Audio in Game Technology for Expressing Mathematical Problems to Blind Students
(pages 431-466)
Flaithrí Neff (Limerick Institute of Technology, Ireland), Ian Pitt (University College Cork, Ireland)
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22.
| Mobile Gaming Environment: Learning and Motivational Effects
(pages 467-481)
Namsoo Shin (University of Michigan, USA), Cathleen Norris (University of North Texas, USA), Elliot Soloway (University of Michigan, USA)
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23.
| Affective Gaming in Education, Training and Therapy: Motivation, Requirements, Techniques
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| Gestural Motivation, Learning and Evaluation using Interactive Game Design
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| Hints for Improving Motivation in Game-Based Learning Environments
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26.
| Exploring the Gender Differences of Student Teachers when using an Educational Game to Learn Programming Concepts
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| Designing Games to Motivate Student Cohorts through Targeted Game Genre Selection
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| Game-Based Learning: Current Research in Games for Health, a Focus on Biofeedback Video Games as Treatment for AD/HD
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| As You Like It: What Media Psychology Can Tell Us About Educational Game Design
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| Engaging the Un-Engageable
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| A Reference Architecture for Game-Based Intelligent Tutoring
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| Effective Game use in Neurorehabilitation: User-Centered Perspectives
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| Serious Linguistic Games as Intelligent Tutoring Systems
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Stephen Howell (University College Dublin, Ireland), Tony Veale (University College Dublin, Ireland)
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| Motivating the Demotivated Classroom: Gaming as a Motivational Medium for Students with Intellectual Disability and their Educators
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Maria Saridaki (National and Kapodistrian University of Athens, Greece), Constantinos Mourlas (National and Kapodistrian University of Athens, Greece)
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| Field Report: Using a Violent Multiplayer Game as a Virtual Classroom for a Course on Violent Video Games
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| Students Using Indigenous Knowledge in Video Game Creation to Develop Design Thinking Skills
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| Developing Videogames for Physics Education
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| Practical Applications of Serious Games in Education
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| Game-Based Learning for Knowledge Sharing and Transfer: The e-VITA Approach for Intergenerational Learning
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| Emerging Paradigms in Legal Education: A Learning Environment to Teach Law through Online Role Playing Games
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| Context-Free Educational Games: Open-Source and Flexible
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50.
| A Study on Whether Digital Games can Effect Spatial Reasoning Skills
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| LEADER.edu: Using Interactive Scenario-Based Simulations for Leadership Development
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| Digital Propensity: An Investigation of Video Game and Information and Communication Technology Practices
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