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Journal ArticleDOI

Les jeux et les hommes

01 Jan 1960-Vol. 34, Iss: 4, pp 374
About: The article was published on 1960-01-01. It has received 382 citations till now.
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Journal ArticleDOI
01 Feb 2014
TL;DR: The history of the concept of the magic circle, its criticism and the numerous other metaphors that have been used to capture the zone of play or the border that surrounds it are reviewed.
Abstract: This article reviews the history of the concept of the magic circle, its criticism and the numerous other metaphors that have been used to capture the zone of play or the border that surrounds it, such as world, frame, bubble, net, screen, reality, membrane, zone, environment, or attitude. The various conceptions of social, mental and cultural borders are reviewed and identified. Finally, a model is put forward where the psychological bubble of playfulness, the social contract of the magic circle and the cultural game forms are separated.

89 citations

01 Jan 2008
TL;DR: A review of existing research on computer games, exploited for prevention, support, training, rehabilitation, and particularly stressing the relationship between cognitive processes and gaming in healthcare is proposed.
Abstract: Human Technology Lab, Department of General Psychology, University of Padova (Italy) Computer games are currently a focal topic in different research areas. One of the emerging contexts for their use is represented by healthcare. Thanks to their potentialities, they have been successfully exploited in this domain to foster motivation and to enhance cognitive processes. This paper proposes a review of existing research on computer games, exploited for prevention, support, training, rehabilitation, and particularly stressing the relationship between cognitive processes and gaming. A GAME A DAY KEEPS THE DOCTOR AWAY: A SHORT REVIEW OF COMPUTER GAMES IN MENTAL HEALTHCARE

78 citations

Proceedings Article
01 Jan 2003
TL;DR: A framework for constructing, deconstructing and classifying games emerges, based on the combination of the three building blocks with elements of a semiotic theory of gaming: syntax, semantics and pragmatics.
Abstract: Following Huizinga’s view, the play element of culture is emphasized. While playing, by means of rules, the participants in a game interact with one another to impact on the reference system. Thousands of simulation games are available that depict many different areas and purposes of use. The variety of the gaming landscape is illustrated by linking the various foci and areas of interest in one scheme. To see the wood for the trees, the generic model of games is presented, based on the three interconnected building blocks: actors, rules, and resources. I will point out that even if games have similar forms, their purpose, subject matter, content, context of use, and intended audience(s), may be very different. A framework for constructing, deconstructing and classifying games emerges, based on the combination of the three building blocks with elements of a semiotic theory of gaming: syntax, semantics and pragmatics.

73 citations

Posted Content
TL;DR: In this article, a team-based innovation project at a French engineering school was used to equip students with teamwork skills by using games as a pedagogical device, where teams compete to build weight resistant structures using only spaghetti sticks and sewing thread.
Abstract: Governments are seeking to develop entrepreneurial competencies among today's technology, science, and engineering graduates However, the creation of "bilingual" graduates who have dual technical and managerial competencies is thwarted by students' inferior teamwork and interpersonal skills In education, what is taught is inextricably bound to how it is taught (Dewey, 1916) Current pedagogies in engineering education are insufficiently adapted to student learning style needs (Felder & Silverman, 1988), and the management component of engineering education remains underdeveloped This problem is keenly felt in one French engineering school where students struggle with a team-based innovation project We detail efforts made to equip students with teamwork skills by using games as a pedagogical device Student teams compete to build weight resistant structures using only spaghetti sticks and sewing thread Their written feedback forms the primary qualitative data for this study Individual student interviews were subsequently carried out to further uncover potential learning outcomes We found that students' responses to the spaghetti game were overwhelmingly positive Their commentary also illustrates concrete learning of many crucial teamwork processes Finally, we discuss what makes this pedagogical innovation work and how it should be further studied

66 citations

Dissertation
19 Feb 2020

63 citations


Cites background from "Les jeux et les hommes"

  • ...En effet, le sens courant accordé au terme « jeu de rôles » se rapporte à la mimicry (jeu de simulacre) définie par Caillois dans sa classification des jeux (Caillois 1958, p.61)....

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  • ...En France, ce sont notamment les livres du sociologue Roger Caillois, Les jeux et les hommes (Caillois 1958) et du philosophe Jacques Henriot, Le jeu (Henriot 1969)....

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