A Formal Approach to Distinguish Games, Toys, Serious Games and Toys, Serious Repurposing and Modding, and Simulators

被引:2
|
作者
Alvarez, Julian [1 ]
Djaouti, Damien [2 ]
Louchart, Sandy [3 ]
Lebrun, Yoann [4 ,5 ]
Zary, Nabil [6 ]
Lepreux, Sophie [7 ]
Kolski, Christophe [7 ]
机构
[1] Univ Lille, CNRS, UMR CRIStAL 9189, F-59000 Lille, France
[2] Univ Montpellier, LIRDEF, F-34000 Montpellier, France
[3] Glasgow Sch Art, Sch Simulat & Visualisat, Glasgow City, Scotland
[4] Polytech Hauts De France, LAMIH UMR CNRS 8201, F-59313 Valenciennes, France
[5] CCI Grand Hainaut, F-59300 Valenciennes, France
[6] Mohammed Bin Rashid Univ Med & Hlth Sci, Inst Excellence Hlth Profess Educ, Dubai 505055, U Arab Emirates
[7] Univ Polytech Hauts De France, CNRS, UMR 8201 LAMIH, F-59313 Valenciennes, France
关键词
Games; Toy manufacturing industry; Serious games; Entertainment industry; Training; Taxonomy; Object recognition; Formal definition; health; health game; serious game; serious modding; serious repurposing; serious toy; simulator; taxonomy; video game; VIRTUAL-REALITY; MODEL;
D O I
10.1109/TG.2022.3186919
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
While the serious game concept has considerably evolved in the last two decades, it still needs to be clearly differentiated from other types of artifacts. Thus, there is a degree of confusion about the relationship between serious games and other related applications, such as simulators or the repurposing of entertainment games within educational practices for most outside the domain. This article proposes a formal approach toward classifying games, toys, serious games, serious toys, serious repurposing and modding, and simulators. The aim of this theoretical work is twofold. First, on a practical level, this approach aims at helping actors from different ecosystems, such as health, to differentiate between these various devices and use them to their best advantage. Second, from a research perspective, based on a formal approach, our work aims to contribute to developing a taxonomy for gamified intervention with serious purposes. This formal approach demonstrates that unique combinations can be proposed to distinguish each kind of application. In this context, serious games can be seen as a specific purpose and not as a synonym for other existing applications.
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页码:399 / 410
页数:12
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