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The Gamefulness Scale. Creation and Gamification

Par : Type de matériel : TexteTexteLangue : français Détails de publication : 2012. Sujet(s) : Ressources en ligne : Abrégé : This article describes two overall research directions in analyses of video games. The first specifies degrees of differentiation between play ( paidia) and game ( ludus). The second, derived from the “actantial model,” is used to assess the relationships forged by a player with the community. Combining the two reveals a high degree of polarization between two contemporary exhibitions: Game Story at the Grand Palais in Paris and GamerZ in Aix-En-Provence. Based on this observation, we put forward the hypothesis that video games are changing at a different pace in the media and in aesthetics.
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This article describes two overall research directions in analyses of video games. The first specifies degrees of differentiation between play ( paidia) and game ( ludus). The second, derived from the “actantial model,” is used to assess the relationships forged by a player with the community. Combining the two reveals a high degree of polarization between two contemporary exhibitions: Game Story at the Grand Palais in Paris and GamerZ in Aix-En-Provence. Based on this observation, we put forward the hypothesis that video games are changing at a different pace in the media and in aesthetics.

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