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Chapitre 4. Propositions pour l’assistance à la conception de MRLG

4.4 Aides à la créativité

4.4.2 Les types de jeux

Frété (2002) propose une typologie des types de jeux, leurs caractéristiques et leur pertinence pour les types de compétences suivantes : la réflexion, la mémorisation, la mobilisation de connaissances, et les réflexes/la coordination. Frété classe les jeux en trois grande catégories :

• les jeux d’adresse et d’action,

• les jeux de stratégie et jeux de rôles,

• et les jeux se situant entre action et stratégies.

Bien que, d’après elle, « les jeux d’action offrent peu de place à la réflexion car ils sollicitent plutôt les réflexes du sujet. » (ibid, p.104), nous proposons tout de même les jeux d’action car ils peuvent par exemple constituer une partie du jeu plus motivante. Frété le confirme d’ailleurs :

« Dans une perspective éducative, les deux rythmes peuvent, bien sûr, cohabiter au sein d’un même jeu, et on peut imaginer des scénarios variés basés sur un équilibrage entre action et stratégie afin de maintenir l’apprenant dans un état de « flow » et de chasser l’ennui. » (Frété, 2002, p. 104)

Ce travail constitue ainsi à la fois une liste de propositions (types de jeu), une source d’inspiration et un guide, « léger » et peu contraignant pour ne pas bloquer le concepteur. La liste effective des types de jeux que nous avons utilisée

est une combinaison de celle de Frété et de celle de Wolf (2002), cette dernière étant la liste sur laquelle s’est appuyée Frété pour faire sa classification. La liste finale recoupe à la fois des types de jeux vidéos et des types de jeux non informatisés.

Les compétences développées, notées de 0 à 4, ont été identifiées par Frété (ibid) à partir d’une étude d’un échantillon de jeux vidéo.

Les trois catégories actuellement utilisées sont présentées dans les Tableau 7, Tableau 8, et Tableau 9 ci-dessous. Néanmoins, elles pourront évoluer en intégrant de nouveaux types de jeu ou de nouvelles appellations relatives à l’utilisation de Réalité Mixte. Les listes sont présentées en anglais car l’environnement auteur que nous avons conçu, MIRLEGADEE, est en anglais. Nous avons souvent raccourci ou modifié les descriptions/caractéristiques afin de les rendre plus concises et de les formuler pour l’utilisation qui nous intéresse. Ainsi nous visons à rendre les concepts plus compréhensibles pour des concepteurs non experts du domaine.

Games between action and strategy

Hybrid games, in which the player must both use strategy and reflexes (with time or competition with other players).

Game category or game type

Characteristics Developed competencies R ef lex io n M em o ri za -ti o n K n o w led g e R ef lex es

Real time adventure game

Games that combine elements of the adventure gamegenre with various action game elements. Action-adventures require many of the same physical skills as action games, but also offer a storyline, numerous characters, an inventory system, dialogue, and other features of adventure games.

3 3 3 3

Real time strategy (RTS) Strategy games which do not progress incrementally in turns. 4 3 4 2

Simulation Games or programs which attempt to simulate a realistic situation, on which parameters can be modified.

Training simulation

Games or programs which attempt to simulate a realistic situation, for the purpose of training, and usually the development of some physical skill such as steering.

2 3 4 4

Management simulation

Games in which players must balance the use of limited resources to build or expand some kind of community, institution, or empire, while dealing with internal forces within or external forces such as those of nature or chance, and often competition from other players as well.

4 3 3 2

Artificial life

Games which involve the growth and/or maintenance of digital creatures of some sort, which can die without the proper care by the player. Often growth and the happiness or contentedness of the characters are the goals of the game.

2 2 2 2

Abstract

Games which have nonrepresentational graphics and often involve an objective which is not oriented or organized as a narrative. Often the objective involves construction or visiting or filling every part of the screen or destruction or emptying of the screen

2 1 0 4

Tableau 7 - Jeux entre action et stratégie

Strategy Games and Role Playing Games

Games emphasizing the use of strategy as opposed to fast action or the use of quick reflexes, which are usually not necessary for success in these games.

Game category or game type

Characteristics Developed competencies R ef lex io n M em o ri za -ti o n K n o w led g e R ef lex es Adventure, interactive fiction, quest

Games which are set in a world usually made up of multiple, connected rooms or screens, involving an objective. Objectives usually must be completed in several steps. Characters are usually able to carry objects, such as weapons, keys, tools, and so on.

Text adventure

Games which rely primarily on text for the player interface, and often for the description of the game’s world and the action which takes place there as well. Games range from allowing free movement throughout the game’s world with a variety of options for interaction, to more linear, branching narratives. Players often are able to carry objects which are kept track of by an inventory function, and are able to converse with

computer‐controlled player‐characters through a very limited vocabulary.

4 3 3 0

Role-playing game (RPG)

Games in which players create or take on a character represented by various statistics, which may even include a developed persona. The character’s description may include specifics such as species, race, gender, and occupation, and may also include various abilities, such as strength and dexterity, to limited degrees usually represented numerically.

4 4 3 1 Massively Multiplayer Online Role Playing Games (MMORPG)

Online role-playing games with a very large number of worldwide players. MMORPGs’ worlds are persistent: the virtual world and characters continue to exist even after user exits.

4 4 3 2

Slideshow games

Players may explore freely the world through a wide range of

scenes, where they must solve puzzles. 3 3 2 0

Strategy & construction

Games in which players must build or expand some kind of community, institution, or empire, while dealing with internal forces within or external forces such as those of nature or chance.

4 4 4 0

War Games

Games in which model soldiers are used to create battles,

especially past battles, in order to study tactics. 4 4 3 0

Board games

Games which are an adaptation of existing board games (see Adaptation) or games which are similar to board games in their design and play even if they did not previously exist as board games. Games of this genre include either classic board games like Chess, Checkers, or Backgammon, or trademarked ones such as Scrabble or Monopoly.

3 3 2 0

Programming

Games in which the player write short programs that control agents within a game. These agents then compete and react to situations based on the player’s programming.

3 3 4 1

Skill and Action Games Real-time games where the outcome is determined mainly by mental or physical skill,

rather than by chance.

Game category or game type

Characteristics Developed competencies R ef lex io n M em o ri za -ti o n K n o w led g e R ef lex es Sports

Games based on activities adapted from another medium or gaming activity, such as sports, table‐top games, board games, card games, or games whose action closely follows a narrative from a work existing in another medium, such as a book, short story, comic book, graphic novel, or play. This involves such questions as how the original work is changed to allow for interactivity and the completion of an objective, or in the case of adapted games, how the original activity changes as a result of being adapted.

Sports adaptation

Classical sports adaptations or variants: Hockey, Golf, Athletics

2 2 2 4

Racing Games in which the objective involves the winning of a race, or

the covering of more ground than an opponent. 0 1 0 4

Obstacle course

Games in which the main objective involves the traversing of a difficult path or one beset with obstacles, through which movement is essentially linear, often involving running, jumping, and avoiding dangers.

1 2 0 4

Table-top Games

Games involving adaptations of existing table‐top games

requiring physical skill or action (such as pool or pinball). 2 0 1 4

Combat

Games which involve two or more players, or one player and a computer‐controlled player, shooting some form of projectiles at each other, and in which all players are provided with similar means for a fairly balanced fight. These games usually emphasize maneuverability and sometimes the outwitting of the opponent.

Beat’em up/Fighting

Games involving characters who fight usually hand‐to‐hand, in one‐to‐one combat situations without the use of firearms or projectiles. In most of these games, the fighters are represented as humans or anthropomorphic characters.

1 1 0 4

Shoot’em up/Shooter

Games involving shooting at, and often destroying, a series of opponents or objects. Shoot ’Em Up games usually feature multiple opponents attacking at once or multiple objects which can be destroyed, which are often potentially harmful to the player‐character.

1 1 0 4

Platform

Games in which the primary objective requires movement through a series of levels, by way of running, climbing, jumping, and other means of locomotion. Characters and settings are seen in side view as opposed to top view, thus creating a graphical sense of up and down as is implied in Platform.

1 1 0 4

Maze

Games in which the objective requires the successful navigation of a maze. What can be called a maze is, of course, a matter of degree, though it is usually possible to discern whether a configuration of rooms or hallways was intended to deliberately cause difficulties in navigation

1 1 0 4

Interactive movie Players take decisions at points in the game. The decision leads

to the following video clip. 1 1 0 4

Rythm and danse

Games in which gameplay requires players to keep time with a musical rhythm. These games may employ a variety of controllers beyond the usual video game hardware, including controllers simulating drums, , turntables, guitars or even maracas.

1 2 2 4