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MMORPG et perspectives de gamification

Author

Listed:
  • Antoine Chollet

    (MRM - Montpellier Research in Management - UM1 - Université Montpellier 1 - UPVM - Université Paul-Valéry - Montpellier 3 - UM2 - Université Montpellier 2 - Sciences et Techniques - UPVD - Université de Perpignan Via Domitia - Groupe Sup de Co Montpellier (GSCM) - Montpellier Business School)

  • Isabelle Bourdon

    (MRM - Montpellier Research in Management - UM1 - Université Montpellier 1 - UPVM - Université Paul-Valéry - Montpellier 3 - UM2 - Université Montpellier 2 - Sciences et Techniques - UPVD - Université de Perpignan Via Domitia - Groupe Sup de Co Montpellier (GSCM) - Montpellier Business School)

  • Florence Rodhain

    (MRM - Montpellier Research in Management - UM1 - Université Montpellier 1 - UPVM - Université Paul-Valéry - Montpellier 3 - UM2 - Université Montpellier 2 - Sciences et Techniques - UPVD - Université de Perpignan Via Domitia - Groupe Sup de Co Montpellier (GSCM) - Montpellier Business School)

Abstract

Apparue au début des années 1950, la technologie du jeu vidéo a aujourd'hui 60 ans d'histoire et d'évolution technologique. Utilisée par plus d'un milliard de personnes à travers le monde, la technologie ludique manque souvent de légitimité notamment en raison des multiples faits-divers la pointant du doigt. Pourtant, le jeu vidéo peut être utilisé dans de nombreuses autres situations que le divertissement comme dans le domaine médical, militaire, de l'éducation ou même dans des situations initialement non ludiques, comme les serious games (Abt, 1987).

Suggested Citation

  • Antoine Chollet & Isabelle Bourdon & Florence Rodhain, 2014. "MMORPG et perspectives de gamification," Post-Print hal-03664361, HAL.
  • Handle: RePEc:hal:journl:hal-03664361
    Note: View the original document on HAL open archive server: https://hal.science/hal-03664361
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