Serious games: new media in a public institution?
DOI:
https://doi.org/10.4185/RLCS-2014-1004Keywords:
Serious game, internal communication, avatar, visual methods, hospitalAbstract
A serious game is an application that combines ‘serious’ goals (pedagogical, informational, communicational, ideological, or training) with ‘ludic’ aims stemming from video games for example. Digital images and games associated in serious games become devices making sense in the context of organization communication. Objectives: The field of serious games enables researchers to understand communication practices in organizations and in particular the bodily features and rituals that occur in the course of the games. Methods: The empirical research presented in this paper addresses the scientific issue of games appropriation and its effects on organization.The study is based on a serious game that was designed in order to train managers for evaluation interviews. It was put into practice with five health managers at a Hospital in Annecy (Rhône-Alpes - France). Conclusions: The serious game was not ‘immersive’ enough. The managers could transpose and transfer for use in their real life interview situation.
Downloads
References
Alvarez, J. (2007): Du jeu vidéo au serious game: Approches culturelle, pragmatique et formelle, [From videogames to serious game: cultural, pragmatic and formal approaches] . Thèse de Doctorat en Sciences de l'Information et de la communication. [PhD in Information and Communication Sciences]. Toulouse3.
Amato, E. A. and Weissberg, J. L. (2003): Le corps à l’épreuve de l’interactivité: interface, narrativité et gestualité. [Body in interactivity: interface, narrativity and body language]. Interfaces, Anomalie digital_arts, 3, 41-51.
Blanchet, A. (2005): L’avatar vidéoludique, nouvelle forme de marionnette numérique [the avatar, new form of digital puppet]. Paper presented at The international symposium La vie des Marionnettes, Paris X: Nanterre.
Blanchet, A. (2008): Cinéma et jeux vidéo : trente ans de liaisons. [Cinema and video game: thirty years of connections]. Médiamorphoses, 22, 33-38.
Boellstorff, T. (2008): Coming of age in Second life, an anthropologist explores the virtuality Human, Princeton University Press.
Brougère, G. (2008): Jeux vidéo et mise en scène du jeu, [Video game and directions of the game]. Médiamorphoses, 22, 85-90.
Cailloix, R. (2001): Man, Play and games, University of Illinois Press. (Original work published as Les jeux et les hommes. Paris: Gallimard, 1958).
Chabert, G. and Ibanez Bueno, J. (2008): Retour sur les images dans les démarches interdisciplinaires en SIC: le cas de réunions visiophoniques en entreprise industrielle, [the issue of visual as an interdisciplinary approach in communication sciences: the videoconferencing case in an industry] Paper presented in the International Congress of the French Information and Communication Society, June 2008, Technological University of Compiegne Press.
Chabert, G. and Bouillot, D. (2010): Du réel au virtuel: la place de l’oeuvre numérique dans un espace d’exposition, [From real to virtual: the place of the digital artwork in an exhibition space], Culture et Musées, 15, 117-135. DOI: https://doi.org/10.3406/pumus.2010.1614
da Silva Ribeiro, J. and Bairon, S. (2007): Antropologia Visual e Hipermedia, Porto: Ediçoes Afrontamento
de Certeau, M. (1984): The practice of everyday life, (S. Rendall Trans.), University of California Press,Berkeley. (Original work published as L’invention du quotidien, tome 1: Arts de faire, Paris: 10/18, 1980).
Genvo, S. (2008): Réflexions ludologiques. ['Ludologic' thoughts]. Médiamorphoses, 22, 95-101.
Jensen, S. (2009): Cyborgs and learnings bots in virtual worlds, Digital Media Technologies Revisited Conference ECREA / DG PuK, 19-21 nov, Berlin: University of the Arts.
le Diberder, A. and le Diberder, F. (1998): L’univers des jeux vidéo. [Video games universe] Paris: La Découverte.
McDougall, D. (2006): The corporeal image: Film, Ethnography, and the Senses, New Jersey: Princeton University Press. DOI: https://doi.org/10.1515/9781400831562
Martin Juchat, F. (2008): Le corps et les médias, La chair éprouvée par les médias et les espaces sociaux, [Body and media: the body experienced in social spaces]. Bruxelles: De Boeck, Culture et Communication. DOI: https://doi.org/10.3917/dbu.marti.2008.03
Merleau-Ponty, M. (1964): L’oeil et l’esprit. [Eye and Mind]. Paris: Gallimard. DOI: https://doi.org/10.1522/030824586
Moatti, M. (2007): Nouveaux habits pour vieilles cérémonies. [New dresses for old rituals]. Médiamorphoses, 19, 93-99.
Natkin, S. ( 2004): Jeux vidéo et médias du XXIè siècle. [Video games and media in the twenty-first century]. Paris: Vuibert.
Pink, S. (2003) Doing Visual Ethnography: images, media and representation in research. London: Sage.
Roustan, M. (2003): La pratique du jeu vidéo, réalité ou virtualité? [Video game practice: reality or virtuality?] coll. Sciences Humaines et Sociales, Consommations & Sociétés.
Schmoll, P. (2005): L’interrogation du réel par le virtuel, [The issue of real by the virtual]. Revue des Sciences Sociales, 34, Le rapport aux images, 132-145. DOI: https://doi.org/10.3406/revss.2005.2817
Shmoll, P. (2008): Communautés de joueurs et mondes persistants, [Gamers' communities and permanent worlds] Médiamorphoses, 22, 69-75.
Warren, S. (2008): Empirical challenges in organizational aesthetics research: towards a sensual methodology, Organization Studies, vol 19, 4, 559-580. DOI: https://doi.org/10.1177/0170840607083104
Weissberg, J. L. (1999): Présences à distance-déplacement virtuel et réseaux numériques, [At distance presence – virtual move and digital networks], Paris: L’harmattan, Coll Communication et civilisation.