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Classifying serious games: the G/P/S model
[Classifier les Serious Games : Le modèle G/P/S]

Author

Listed:
  • Damien Djaouti
  • Julian Alvarez

    (DeVisu - Laboratoire en Design Visuel et Urbain - EA 2445 - UVHC - Université de Valenciennes et du Hainaut-Cambrésis, ESPE LNF - École supérieure du professorat et de l'éducation - Lille Nord de France - Université Lille Nord de France (COMUE))

  • Jean-Pierre Jessel

Abstract

The purpose of this chapter is to introduce an overall classification system for Serious Games. ?The intention of this classification is to guide people through the vast field of Serious Games by providing them with a general overview. For example, it may appeal to teachers who wish to find games with strong educational potential though they may be outside the "edugames" field. This chapter will start by discussing the definition of Serious Games, and define them as having a combination of "serious" and "game" aspects. This theoretical framework will be used to review previous classification systems and discuss their limitations. It will then introduce a new classification that addresses a number of these limitations: the G/P/S model. This classifies games according to both their "serious-related" and "game-related" characteristics, and combines the strengths of several previous classification systems.

Suggested Citation

  • Damien Djaouti & Julian Alvarez & Jean-Pierre Jessel, 2011. "Classifying serious games: the G/P/S model [Classifier les Serious Games : Le modèle G/P/S]," Post-Print hal-04024659, HAL.
  • Handle: RePEc:hal:journl:hal-04024659
    DOI: 10.4018/978-1-60960-495-0.ch006
    Note: View the original document on HAL open archive server: https://normandie-univ.hal.science/hal-04024659
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