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            "title": "تصنيف الألعاب الجادة: نموذج G/P/S, Klassifizierung von Serious Games: Das G/P/S-Modell, Classifying serious games: the G/P/S model, Clasificación de juegos serios: el modelo G/P/S, Classifier les Serious Games : Le modèle G/P/S, סיווג משחקים רציניים: מודל G/P/S, सीरियस गेम्स का वर्गीकरण: जी/पी/एस मॉडल, Classificare i Serious Games: Il Modello G/P/S, シリアスゲームの分類: G/P/S モデル, 기능성 게임 분류: G/P/S 모델, Классификация серьезных игр: модель G/P/S, 严肃游戏分类：G/P/S 模型",
            "creators": [
                {
                    "creatorType": "author",
                    "firstName": "Damien",
                    "lastName": "Djaouti"
                },
                {
                    "creatorType": "author",
                    "firstName": "Julian",
                    "lastName": "Alvarez"
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            "abstractNote": "الغرض من هذا الفصل هو تقديم نظام تصنيف شامل للألعاب الجادة. والقصد من هذا التصنيف هو توجيه الناس عبر المجال الواسع للألعاب الجادة من خلال تزويدهم بنظرة عامة. على سبيل المثال، قد يروق هذا التصنيف للمعلمين الذين يرغبون في العثور على ألعاب ذات إمكانات تعليمية قوية على الرغم من أنها قد تكون خارج مجال ”الألعاب التعليمية“. سيبدأ هذا الفصل بمناقشة تعريف الألعاب الجادة وتعريفها على أنها مزيج من الجوانب ”الجادة“ و”الألعاب“. سيتم استخدام هذا الإطار النظري لمراجعة أنظمة التصنيف السابقة ومناقشة حدودها. ثم سيقدم بعد ذلك تصنيفًا جديدًا يعالج عددًا من هذه القيود: نموذج G/P/S. يصنف هذا التصنيف الألعاب وفقًا لخصائصها ”الجادة“ و”المتعلقة باللعب“ على حد سواء، ويجمع بين نقاط القوة في العديد من أنظمة التصنيف السابقة., Zweck dieses Kapitels ist es, ein umfassendes Klassifikationssystem für Serious Games vorzustellen. Die Absicht dieser Klassifikation besteht darin, Menschen durch das weite Feld der Serious Games zu führen, indem ihnen ein allgemeiner Überblick verschafft wird. Zum Beispiel könnte es für Lehrer von Interesse sein, die Spiele mit großem pädagogischem Potenzial suchen, auch wenn diese außerhalb des Bereichs der „Edugames“ liegen. Dieses Kapitel beginnt mit einer Diskussion der Definition von Serious Games und definiert sie als Kombination von „ernsten“ und „spielerischen“ Aspekten. Dieser theoretische Rahmen wird verwendet, um frühere Klassifikationssysteme zu überprüfen und deren Einschränkungen zu erörtern. Anschließend wird eine neue Klassifikation vorgestellt, die eine Reihe dieser Einschränkungen adressiert: das G/P/S-Modell. Dieses klassifiziert Spiele sowohl nach ihren „ernstbezogenen“ als auch nach ihren „spielbezogenen“ Merkmalen und kombiniert die Stärken mehrerer früherer Klassifikationssysteme., The purpose of this chapter is to introduce an overall classification system for Serious Games. The intention of this classification is to guide people through the vast field of Serious Games by providing them with a general overview. For example, it may appeal to teachers who wish to find games with strong educational potential though they may be outside the “edugames” field. This chapter will start by discussing the definition of Serious Games, and define them as having a combination of “serious” and “game” aspects. This theoretical framework will be used to review previous classification systems and discuss their limitations. It will then introduce a new classification that addresses a number of these limitations: the G/P/S model. This classifies games according to both their “serious-related” and “game-related” characteristics, and combines the strengths of several previous classification systems., El objetivo de este capítulo es presentar un sistema de clasificación general de los Serious Games. La intención de esta clasificación es guiar a la gente a través del vasto campo de los Juegos Serios proporcionándoles una visión general. Por ejemplo, puede resultar atractiva para los profesores que deseen encontrar juegos con un fuerte potencial educativo aunque estén fuera del campo de los «edugames». Este capítulo empezará con la definición de Juegos Serios, y los definirá como una combinación de aspectos «serios» y «de juego». Este marco teórico se utilizará para revisar los sistemas de clasificación anteriores y debatir sus limitaciones. A continuación se presentará una nueva clasificación que aborda varias de estas limitaciones: el modelo G/P/S. Este modelo clasifica los juegos en función de sus características «serias» y «lúdicas», y combina los puntos fuertes de varios sistemas de clasificación anteriores., L'objectif de ce chapitre est de présenter un système de classification global pour les Serious Games. L'intention de cette classification est de guider les personnes intéressées dans le vaste domaine des Serious Games en leur fournissant une vue d'ensemble. Par exemple, elle peut intéresser les enseignants qui souhaitent trouver des jeux à fort potentiel éducatif, même s'ils ne relèvent pas du domaine des \"edugames\". Ce chapitre commencera par discuter de la définition des Serious Games, et les définira comme ayant une combinaison d'aspects \"sérieux\" et \"ludiques\". Ce cadre théorique sera utilisé pour passer en revue les systèmes de classification précédents et discuter de leurs limites. Nous présenterons ensuite une nouvelle classification qui tient compte d'un certain nombre de ces limites : le modèle G/P/S. Ce modèle classe les jeux en fonction de leurs caractéristiques \"sérieuses\" et \"ludiques\" et combine les points forts de plusieurs systèmes de classification antérieurs., מטרת הפרק הזה היא להציג מערכת סיווג כוללת עבור משחקים רציניים (Serious Games). הכוונה של הסיווג היא להנחות אנשים דרך התחום הנרחב של משחקים רציניים על ידי מתן תמונה כוללת. לדוגמה, זה עשוי לעניין מורים שמחפשים משחקים בעלי פוטנציאל חינוכי גבוה, גם אם הם מחוץ לתחום ה-\"Edugames\". הפרק יתחיל בדיון בהגדרת משחקים רציניים, ויגדיר אותם כשילוב של היבטים \"רציניים\" ו-\"משחקיים\". מסגרת תאורטית זו תשמש לסקירת מערכות סיווג קודמות ולדיון במגבלותיהן. לאחר מכן יוצג סיווג חדש המתייחס לחלק מהמגבלות הללו: מודל G/P/S. מודל זה מסווג משחקים לפי מאפיינים הקשורים ל\"רצינות\" ול\"משחק\", ומשלב את החוזקות של מספר מערכות סיווג קודמות., इस अध्याय का उद्देश्य सीरियस गेम्स (Serious Games) के लिए एक समग्र वर्गीकरण प्रणाली प्रस्तुत करना है। इस वर्गीकरण का उद्देश्य लोगों को सीरियस गेम्स के व्यापक क्षेत्र में मार्गदर्शन करना और उन्हें एक समग्र दृष्टिकोण प्रदान करना है। उदाहरण के लिए, यह उन शिक्षकों के लिए उपयोगी हो सकता है जो ऐसे खेलों को खोज रहे हैं जिनमें मजबूत शैक्षिक क्षमता हो, भले ही वे \"एडुगेम्स\" क्षेत्र से बाहर हों। यह अध्याय सबसे पहले सीरियस गेम्स की परिभाषा पर चर्चा करेगा और उन्हें \"गंभीरता\" और \"खेल\" पहलुओं के संयोजन के रूप में परिभाषित करेगा। इस सैद्धांतिक ढांचे का उपयोग पहले के वर्गीकरण प्रणालियों की समीक्षा करने और उनकी सीमाओं पर चर्चा करने के लिए किया जाएगा। इसके बाद, G/P/S मॉडल नामक एक नई वर्गीकरण प्रणाली प्रस्तुत की जाएगी, जो इन सीमाओं में से कई को संबोधित करती है। यह मॉडल गेम्स को उनके \"गंभीरता-संबंधित\" और \"खेल-संबंधित\" विशेषताओं के आधार पर वर्गीकृत करता है और कई पहले की वर्गीकरण प्रणालियों की ताकतों को संयोजित करता है।, Lo scopo di questo capitolo è introdurre un sistema di classificazione generale per i giochi seri (Serious Games). L’intento di questa classificazione è guidare le persone attraverso l’ampio campo dei giochi seri fornendo loro una panoramica generale. Ad esempio, potrebbe interessare gli insegnanti che desiderano trovare giochi con un forte potenziale educativo, anche se non rientrano nell’ambito degli «edugames». Questo capitolo inizierà discutendo la definizione di giochi seri, definendoli come una combinazione di aspetti «seri» e «ludici». Questo quadro teorico sarà utilizzato per rivedere i sistemi di classificazione precedenti e discutere le loro limitazioni. Successivamente, verrà introdotta una nuova classificazione che affronta molte di queste limitazioni: il modello G/P/S. Questo modello classifica i giochi in base alle loro caratteristiche sia «serie» che «ludiche», combinando i punti di forza di diversi sistemi di classificazione precedenti., 本章の目的は、シリアスゲームの全体的な分類体系を紹介することです。この分類の意図は、シリアスゲームという広大な分野の全体像を示すことで、人々を導くことです。たとえば、「エデュゲーム」の分野からは外れるかもしれないが、教育的な可能性の高いゲームを見つけたい先生方にもアピールできるかもしれない。本章ではまず、シリアスゲームの定義について述べ、シリアスゲームとは「シリアス」と「ゲーム」の側面を併せ持つものであると定義する。この理論的枠組みを用いて、これまでの分類体系を見直し、その限界について議論する。そして、これらの限界の多くに対処する新しい分類、G/P/Sモデルを紹介する。これは、ゲームを「シリアス関連」と「ゲーム関連」の両方の特徴に従って分類するもので、これまでのいくつかの分類システムの長所を組み合わせたものである。, 이 장의 목적은 시리어스 게임에 대한 전반적인 분류 체계를 소개하는 것입니다. 이 분류의 의도는 사람들에게 일반적인 개요를 제공함으로써 방대한 시리어스 게임 분야를 안내하는 것입니다. 예를 들어, '에듀게임' 분야는 아니지만 교육적 잠재력이 강한 게임을 찾고자 하는 교사에게 도움이 될 수 있습니다. 이 장에서는 먼저 시리어스 게임의 정의에 대해 논의하고, '진지한' 측면과 '게임' 측면이 결합된 것으로 정의합니다. 이 이론적 프레임워크를 사용하여 이전의 분류 체계를 검토하고 그 한계를 논의할 것입니다. 그런 다음 이러한 여러 한계를 해결할 수 있는 새로운 분류, 즉 G/P/S 모델을 소개합니다. 이 모델은 게임의 '심각성' 및 '게임 관련성' 특성에 따라 게임을 분류하며, 이전의 여러 분류 체계의 장점을 결합한 것입니다., Цель этой главы - представить общую систему классификации Серьезных игр. Цель этой классификации - провести людей через обширную область Серьезных игр, предоставив им общий обзор. Например, она может понравиться учителям, которые хотят найти игры с сильным образовательным потенциалом, хотя они могут находиться за пределами области «edugames». В этой главе мы начнем с обсуждения определения Серьезных игр и определим их как сочетающие в себе «серьезные» и «игровые» аспекты. Эта теоретическая основа будет использована для обзора предыдущих систем классификации и обсуждения их ограничений. Затем будет представлена новая классификация, которая устраняет ряд этих ограничений: модель G/P/S. Она классифицирует игры в соответствии с их «серьезными» и «игровыми» характеристиками и сочетает в себе сильные стороны нескольких предыдущих классификационных систем., 本章的目的是介绍严肃游戏的总体分类系统。这种分类的目的是通过为人们提供总体概述来引导人们了解严肃游戏的广阔领域。例如，它可能会吸引那些希望找到具有强大教育潜力的游戏的教师，尽管它们可能不属于“教育游戏”领域。本章将从讨论严肃游戏的定义开始，并将其定义为具有“严肃”和“游戏”方面的结合。该理论框架将用于回顾以前的分类系统并讨论其局限性。然后，它将引入一个新的分类来解决许多这些限制：G/P/S 模型。这根据游戏的“严肃相关”和“游戏相关”特征对游戏进行分类，并结合了先前几种分类系统的优点。",
            "bookTitle": "Handbook of Research on Improving Learning and Motivation through Educational Games",
            "series": "Advances in Game-Based Learning",
            "seriesNumber": "",
            "volume": "",
            "numberOfVolumes": "",
            "edition": "",
            "date": "2011-04-18",
            "publisher": "IGI Global",
            "place": "",
            "originalDate": "",
            "originalPublisher": "",
            "originalPlace": "",
            "format": "",
            "pages": "118-136",
            "ISBN": "",
            "DOI": "",
            "citationKey": "djaoutiTSnyfllaabljd@2011",
            "url": "https://normandie-univ.hal.science/hal-04024659",
            "accessDate": "",
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            "archiveLocation": "",
            "shortTitle": "",
            "language": "English",
            "libraryCatalog": "",
            "callNumber": "hal-04024659",
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            "extra": "Type: 10.4018/978-1-60960-495-0.ch006",
            "tags": [
                {
                    "tag": "Anwendungsbereich"
                },
                {
                    "tag": "Bildung"
                },
                {
                    "tag": "Clasificación"
                },
                {
                    "tag": "Classification"
                },
                {
                    "tag": "Definición"
                },
                {
                    "tag": "Definition"
                },
                {
                    "tag": "Domaine"
                },
                {
                    "tag": "Dominio"
                },
                {
                    "tag": "Définition"
                },
                {
                    "tag": "Educación"
                },
                {
                    "tag": "Education"
                },
                {
                    "tag": "Gameplay"
                },
                {
                    "tag": "Jeux vidéo"
                },
                {
                    "tag": "Juegos serios"
                },
                {
                    "tag": "Klassifikation"
                },
                {
                    "tag": "Objectif"
                },
                {
                    "tag": "Objetivo"
                },
                {
                    "tag": "Purpose"
                },
                {
                    "tag": "Scope"
                },
                {
                    "tag": "Serious Game"
                },
                {
                    "tag": "Serious game"
                },
                {
                    "tag": "Video game"
                },
                {
                    "tag": "Videospiel"
                },
                {
                    "tag": "Zweck"
                },
                {
                    "tag": "ambito di applicazione"
                },
                {
                    "tag": "classificazione"
                },
                {
                    "tag": "definizione"
                },
                {
                    "tag": "gameplay"
                },
                {
                    "tag": "istruzione"
                },
                {
                    "tag": "obiettivo"
                },
                {
                    "tag": "videogioco"
                },
                {
                    "tag": "Видеоигры"
                },
                {
                    "tag": "Геймплей"
                },
                {
                    "tag": "Классификация"
                },
                {
                    "tag": "Образование"
                },
                {
                    "tag": "Объем"
                },
                {
                    "tag": "Определение"
                },
                {
                    "tag": "Серьезная игра"
                },
                {
                    "tag": "Цель"
                },
                {
                    "tag": "גיימפליי"
                },
                {
                    "tag": "הגדרה"
                },
                {
                    "tag": "חינוך"
                },
                {
                    "tag": "מטרה"
                },
                {
                    "tag": "משחקי וידאו"
                },
                {
                    "tag": "משחקים רציניים"
                },
                {
                    "tag": "סיווג"
                },
                {
                    "tag": "תחום יישום"
                },
                {
                    "tag": "ألعاب الفيديو"
                },
                {
                    "tag": "تصنيف"
                },
                {
                    "tag": "تعريف"
                },
                {
                    "tag": "تعليم"
                },
                {
                    "tag": "طريقة اللعب"
                },
                {
                    "tag": "غاية"
                },
                {
                    "tag": "لعبة خطيرة"
                },
                {
                    "tag": "نِطَاق"
                },
                {
                    "tag": "अनुप्रयोग का दायरा"
                },
                {
                    "tag": "उद्देश्य"
                },
                {
                    "tag": "गेमप्ले"
                },
                {
                    "tag": "परिभाषा"
                },
                {
                    "tag": "वर्गीकरण"
                },
                {
                    "tag": "वीडियो गेम"
                },
                {
                    "tag": "शिक्षा"
                },
                {
                    "tag": "सीरियस गेम"
                },
                {
                    "tag": "ゲームプレイ"
                },
                {
                    "tag": "ビデオゲーム"
                },
                {
                    "tag": "严肃游戏"
                },
                {
                    "tag": "分类"
                },
                {
                    "tag": "分類"
                },
                {
                    "tag": "定义"
                },
                {
                    "tag": "意味"
                },
                {
                    "tag": "教育"
                },
                {
                    "tag": "游戏玩法"
                },
                {
                    "tag": "电子游戏"
                },
                {
                    "tag": "目的"
                },
                {
                    "tag": "真剣勝負"
                },
                {
                    "tag": "範囲"
                },
                {
                    "tag": "范围"
                },
                {
                    "tag": "게임플레이"
                },
                {
                    "tag": "교육"
                },
                {
                    "tag": "목적"
                },
                {
                    "tag": "범위"
                },
                {
                    "tag": "분류"
                },
                {
                    "tag": "비디오 게임"
                },
                {
                    "tag": "정의"
                },
                {
                    "tag": "진지한 게임"
                }
            ],
            "collections": [],
            "relations": {},
            "dateAdded": "2025-11-01T14:09:28Z",
            "dateModified": "2026-02-17T03:41:35Z"
        }
    },
    {
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            "abstractNote": "<p> Games shape player behaviour by presenting goals which players attempt to fulfil. This is the most common “folk” theory of the relationship between game design and player behaviour. It is also one central to most game design literature and to much work within the game studies field. </p> <p> In this dissertation, the simple idea that players try to win is explicated through a “Rational Player Model”, a tool for understanding the relationship between game goals and the behaviour of players who try to reach these goals. The model is discussed and applied in two capacities: </p> <p> A) As a model for formal analysis which can used to understand and categorize certain aspects of games related to goals. Here, video games are studied through the lens of (economic) game theory in order to determine, for instance, the types of conflict dynamics the games will elicit given Rational Player assumptions. </p> <p> B) As an ideal type of actual player behaviour. Here, the model is used to derive concrete predictions about video game player behaviour which are then compared to actual play in an empirical study of multiplayer console gaming. The dissertation finds that the Rational Player Model is one of four models of player behaviour common in the game studies/design literature and that it is the predominant model within game design. Also, the model is found to often operate at so deep a level as to be unstated. Applying the model analytically, video games are categorized as competitive, semicooperative or cooperative and it is shown how the number of players influence a game’s conflict dynamics. This leads to an analysis of “strategicness” of different game types; a combined measure of the degree to which other players matter to the choices of the “rational” player and the range of these choices. </p> <p> Finally, deriving behavioural predictions from the model and comparing these to data from a study on multiplayer console play, players are found to behave “rationally” within the gamespace itself while working to fulfil various social functions in their verbal interaction. </p> <p> &nbsp; </p>",
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