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Communication Dans Un Congrès Année : 2016

Playing companies: The factors involved in Serious Game design when communicating with young people

Résumé

In this paper, we develop a case studies about one Serious game, specifically targeted on youth between 13 to 16 years old. Based on interactive process, we can restitute a complex process, where the players interact with producer and developers. Also, we us a qualitative approach to collect data (interviews and observations).
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Dates et versions

hal-03579081 , version 1 (17-02-2022)

Identifiants

  • HAL Id : hal-03579081 , version 1

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Olivier Rampnoux. Playing companies: The factors involved in Serious Game design when communicating with young people. 7th International Child and Teen Consumption Conference: Cultural Contexts, Relations and Practices, Aalborg University, Apr 2016, Aalborg, Denmark. ⟨hal-03579081⟩
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