« Simuler » l’activité passée pour aider à concevoir un serious game : les apports de la démarche de simulation rétrospective

IF 0.6 4区 心理学 Q4 PSYCHOLOGY Pratiques Psychologiques Pub Date : 2021-06-01 DOI:10.1016/j.prps.2020.11.001
T. Gamkrelidze , M.-E. Bobillier-Chaumon , B. Cuvillier
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Abstract

The rise of new technologies, like serious games, opens up new horizons in terms of training, skills development and knowledge acquisition. The design of these serious games which have educational goals is based on various requirements. The retrospective simulation approach that is the subject of this paper was developed as part of the design of this type of innovative serious game. It is guided by ergonomic and work psychology. The innovative dimension involves designing realistic behaviours, emotions and profiles of non-player characters (NPCs). The retrospective simulation allows to access and model real situations of change involving emotions and social behaviours. The purpose of this paper is to report the contributions and limitations of the retrospective simulation of social-emotional activity. The deployed methods have three different goals: comprehensive goal, re-situating goal and finally projective goal. The sample consists of 27 participants, 13 women and 14 men, with an average age of 45 years. They have experienced all types of change: professional, structural, organizational and technological. Thanks to the results, we were able to reconstitute for each participant chronicles of socio-emotional experience. These chronicles make it possible to recompose the situation of change as well as to associate the various events to the participant's emotional experiences and social behaviours. In addition, personas – archetypal representations of different profiles of people with similar characteristics – have been developed. They are resources for designing NPCs and for the script of the serious game. In this way, the retrospective simulation, turned towards a past activity, allows on the one hand, accessing and modeling the emotional and social experiences and on the other hand, to contribute to the development of the prospective simulation that is serious game.

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“模拟”过去的活动以帮助设计一款严肃游戏:回顾模拟方法的贡献
新技术的兴起,如严肃游戏,在培训、技能发展和知识获取方面开辟了新的视野。这些具有教育目标的严肃游戏的设计是基于不同的需求。作为本文主题的回顾性模拟方法是作为这类创新严肃游戏设计的一部分而开发的。它以人体工程学和工作心理学为指导。创新的维度包括设计逼真的行为、情感和非玩家角色(npc)的轮廓。回顾性模拟允许访问和模拟涉及情感和社会行为的变化的真实情况。本文的目的是报告社会情绪活动回顾性模拟的贡献和局限性。所部署的方法有三个不同的目标:综合目标、重新定位目标和最终的投影目标。样本包括27名参与者,13名女性和14名男性,平均年龄为45岁。他们经历了各种各样的变化:专业的、结构的、组织的和技术的。由于这些结果,我们能够为每个参与者重建社会情感经历的编年史。这些编年史使得重新组合变化的情况成为可能,并将各种事件与参与者的情感经历和社会行为联系起来。此外,人物角色——具有相似特征的人的不同侧面的原型代表——已经被开发出来。它们是设计npc和严肃游戏脚本的资源。通过这种方式,回溯性模拟转向了过去的活动,一方面允许玩家访问并模拟情感和社交体验,另一方面也有助于开发严肃游戏的前瞻性模拟。
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来源期刊
CiteScore
1.40
自引率
0.00%
发文量
19
审稿时长
81 days
期刊介绍: Pratiques psychologiques is an official publication of the ''Société française de psychologie''. It publishes thematic issues, and concentrates on the applications in the psychological practice. It covers all fields of psychology.
期刊最新文献
Editorial Board L’evidence-based practice en psychologie : une approche tripartite souvent mal comprise Difficultés et dispositifs d’aide en lecture à la fin du CP dans la cohorte ELFE. Quelques pistes de réflexion pour la pratique du psychologue de l’Éducation nationale Épidaure Market : développement d’un serious game sur l’alimentation durable, une intervention menée en milieu scolaire pour les collégiens Remerciements aux lecteurs
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