Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Game Architecture and Design: A New Edition
Game Architecture and Design: A New Edition
Testing metaphorical educational FPS games
International Journal of Computer Games Technology
Measuring distributed affect in collaborative games
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion
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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.