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Serious games: evaluations and impacts

Serious games: évaluations et impacts

Julian Alvarez ()
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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

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Abstract: Presentation of a study conducted from June 9, 2008 to September 8, 2009 at Orange Labs / France Telecom. The aim is to assess the impact of Serious Games (SG) on the general public and on France Telecom Group employees. The overall approach is written within the framework of customer relations (CR). The main challenges are to - help optimize customer relations management - To address new customers with a disruptive interaction. The study concerns 121 people who were subjected to a corpus of 11 Serious Games during the summer of 2009. The data presented focus in particular on the notion of impact.

Keywords: Serious Game; Video game; Industry; Gaming; Impact; Study; Juegos serios; Impacto; Video juegos; Estudio; Etude; Jeux vidéo (search for similar items in EconPapers)
Date: 2011-11-13
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Published in Serious Game & Fun Festival 2011, Serious Game & Fun Festival, Nov 2011, Bilbao, Spain

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Persistent link: https://EconPapers.repec.org/RePEc:hal:journl:hal-04854458

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