Skip to main content

Scenario Modeling for Serious Games: An Approach for Industry Sector

  • Conference paper
  • First Online:
Advances in Web-Based Learning – ICWL 2016 (ICWL 2016)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10013))

Included in the following conference series:

Abstract

Technological developments of industrial enterprises, require continuous staff training. Serious games are a good way for vocational training and are fully up to date with the concept of industry 4.0 based on simulation and connected objects. However creating a serious game is questionable and relatively inaccessible for SMEs/SMIs industrial. In this article we present an approach to facilitate the implementation of playful scenario dedicated to industrial field. This approach is based on muti-faceted modeling resources and is illustrated by an example in a steel manufacturing company.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Abed, H., Pernelle, P., Carron, T., Benamar, C., Kechiche, M., Baert, P.: Serious game framework confronted with specificities of industrial training: application to steel industry. In: European Conference on Games Based Learning, p. 10. Academic Conferences International Limited (2015)

    Google Scholar 

  2. AREVA: Areva introduces SIBAG, the first serious game simulator for training nuclear operators. http://www.areva.com/EN/actualites-10350/

  3. Backlund, P., Hendrix, M.: Educational games-are they worth the effort? a literature survey of the effectiveness of serious games. In: Games and virtual worlds for serious applications (VS-GAMES), pp. 1–8 (2013)

    Google Scholar 

  4. Beale, I.L., Kato, P.M., Marin-Bowling, V.M., Guthrie, N., Cole, S.W.: Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. J. Adolesc. Health 41(3), 263–270 (2007)

    Article  Google Scholar 

  5. Bjork, S., Holopainen, J.: Games and design patterns. In: The Game Design Reader, pp. 410–437 (2006)

    Google Scholar 

  6. Carron, T., Pernelle, P., Marty, J.: A serious game environment to support organisational changes in enterprise. Ubiquitous and Mobile Learning in the Digital Age, pp. 239–256. Springer, New York (2013)

    Chapter  Google Scholar 

  7. Folmer, E.: Component based game development - a solution to escalating costs and expanding deadlines? In: Schmidt, H.W., Crnkovic, I., Heineman, G.T., Stafford, J.A. (eds.) Component-Based Software Engineering. LNCS, vol. 4608, pp. 66–73. Springer, Heidelberg (2007)

    Chapter  Google Scholar 

  8. Foronda, C., Gattamorta, K., Snowden, K., Bauman, E.B.: Use of virtual clinical simulation to improve communication skills of baccalaureate nursing students: a pilot study. Nurse Educ. Today 34(6), 53–57 (2014)

    Article  Google Scholar 

  9. Gimelec Consortium: Industrie 4.0: l’usine connecte (2013). http://www.gimelec.fr/Publications-Outils/Industrie-4.0-l-usine-connectee-Publication

  10. Marne, B., Carron, T., Labat, J.M., Marfisi-Schottman, I.: MoPPliq: a model for pedagogical adaptation of serious game scenarios. In: IEEE 13th International Conference on Advanced Learning Technologies, pp. 291–293 (2013)

    Google Scholar 

  11. Mayer, I.S.: The gaming of policy and the politics of gaming: a review. Simul. Gaming 40, 825–862 (2009)

    Article  Google Scholar 

  12. Sendler, U.: Industrie 4.0. Berlin, Heidelberg (2013). (ref only in german)

    Book  Google Scholar 

  13. Susi, T., Johannesson, M., Backlund, P.: Serious games: An overview. Technical report hs-iki-tr-07-001, School of Humanities and Informatics University of Skvde, Sweden (2007)

    Google Scholar 

  14. Vrignat, P., Duculty, F., Avila, M., Begot, S., Millet, J.F., Delouche, D.: En route vers l’industrioe 4.0. Retour. In: Questions de Pédagogie dans lEnseignement Supérieur. QPES, brest, France, June 2015. https://hal.archives-ouvertes.fr/hal-01166280

  15. Wigfield, A., Guthrie, J.T., Tonks, S., Perencevich, K.C.: Children’s motivation for reading: domain specificity and instructional influences. J. Educ. Res. 97(6), 299–310 (2004)

    Article  Google Scholar 

  16. Yu, T.W.: Learning in the virtual world: the pedagogical potentials of massively multiplayer online role playing games. Int. Educ. Stud. 2(1), 32 (2009)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding authors

Correspondence to Hamza Abed or Philippe Pernelle .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing AG

About this paper

Cite this paper

Abed, H., Pernelle, P., Carron, T., Ben Amar, C. (2016). Scenario Modeling for Serious Games: An Approach for Industry Sector. In: Chiu, D., Marenzi, I., Nanni, U., Spaniol, M., Temperini, M. (eds) Advances in Web-Based Learning – ICWL 2016. ICWL 2016. Lecture Notes in Computer Science(), vol 10013. Springer, Cham. https://doi.org/10.1007/978-3-319-47440-3_21

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-47440-3_21

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-47439-7

  • Online ISBN: 978-3-319-47440-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics