EconPapers    
Economics at your fingertips  
 

Serious Game and Gamification: concepts and definitions

Serious Game et Gamification: concepts et définitions

Julian Alvarez ()
Additional contact information
Julian Alvarez: GERIICO - Groupe d'Études et de Recherche Interdisciplinaire en Information et COmmunication - ULR 4073 - Université de Lille, CRIStAL - Centre de Recherche en Informatique, Signal et Automatique de Lille - UMR 9189 - Centrale Lille - Université de Lille - CNRS - Centre National de la Recherche Scientifique, Ludoscience - Ludoscience : Studying Video Games, Immersive factory [France], INSPE LHdF - Institut national supérieur du professorat et de l'éducation - Académie de Lille - Hauts-de-France - Université de Lille

Post-Print from HAL

Abstract: Conference to present the concepts of Serious Game, Serious Gaming, Gamification and Serious Play. Then, to present concrete examples and innovations in the field. Finally, figures on the international Serious Game market are presented segment by segment.

Keywords: Serious Game; Gamification; Serious Play; Markets; Innovation; Definition; Serious Gaming; Marchés; Chiffres; Définition (search for similar items in EconPapers)
Date: 2013-06-11
References: Add references at CitEc
Citations:

Published in Séminaire, CTIP, Jun 2013, Paris, France

There are no downloads for this item, see the EconPapers FAQ for hints about obtaining it.

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:hal:journl:hal-04856686

Access Statistics for this paper

More papers in Post-Print from HAL
Bibliographic data for series maintained by CCSD ().

 
Page updated 2025-03-19
Handle: RePEc:hal:journl:hal-04856686