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  1. Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games (Sandbox '10)
  2. Can "Gaming 2.0" help design "Serious Games"?: a comparative study
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Can "Gaming 2.0" help design "Serious Games"?: a comparative study

Content Provider ACM Digital Library
Author Djaouti, Damien Alvarez, Julian Jessel, Jean-Pierre
Abstract The "Serious Games" field raises a specific need. People without professional game design skills, such as teachers, corporate trainers, therapists and advertising professionals, request tools that could allow them to create or modify such games. This article will analyze "Gaming 2.0" examples in order to identify tools that could help fulfill this need. Indeed, "Gaming 2.0" is a way for players to create videogame content without skills from the entertainment videogame industry. Can these tools be also used to create "Serious Games"? To answer this question, we will first define a simple theoretical model of videogames. This model outlines four "game parts" that players can create through "Gaming 2.0"-related tools, and it will be used to provide a comparative analysis of fifteen "Gaming 2.0" examples. From this analysis, insights on the relevance of "Gaming 2.0" for the "Serious Games" field will be drawn.
Starting Page 11
Ending Page 18
Page Count 8
File Format PDF MP4
ISBN 9781450300971
DOI 10.1145/1836135.1836137
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2010-07-28
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Game design Gaming 2.0 Level design Player-generated content Serious games
Content Type Audio Text
Resource Type Article
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