Jacques Ibanez Bueno’s research while affiliated with Université Savoie Mont Blanc and other places

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Publications (4)


Figure 1: The game design of the studied serious game 
Figure 2: The experiment in images – 4 different shots 
Serious games: New media in a public institution?
  • Article
  • Full-text available

April 2014

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152 Reads

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2 Citations

Revista Latina de Comunicación Social

J Ibanez Bueno

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Introduction: A serious game is an application that combines ‘serious’ goals (pedagogical, informational, communicational, ideological, or training) with ‘ludic’ aims stemming from video games for example. Digital images and games associated in serious games become devices making sense in the context of organization communication. Objectives: The field of serious games enables researchers to understand communication practices in organizations and in particular the bodily features and rituals that occur in the course of the games. Methods: The empirical research presented in this paper addresses the scientific issue of games appropriation and its effects on organization.The study is based on a serious game that was designed in order to train managers for evaluation interviews. It was put into practice with five health managers at a Hospital in Annecy (Rhône-Alpes - France). Conclusions: The serious game was not ‘immersive’ enough. The managers could transpose and transfer for use in their real life interview situation.

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Figura 1: El gamedesign del seriousgame analizado 
Figure 2 of 2
Seriousgames: ¿Nuevo medio en una institución pública?

February 2014

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34 Reads

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6 Citations

Revista Latina de Comunicación Social

Introducción: Un “seriousgame” es una aplicación lúdica, con un fin pedagógico, informativo, de comunicación o de entrenamiento, inspirada en los videojuegos. Las imágenes digitales y los juegos incluidos en los dispositivos de mediación son capaces de dar sentido a la comunicación organizacional Objetivos: Este terreno de la comunicación de los seriousgames tiene un gran potencial para el análisis de las prácticas de comunicación de las empresas y la relación corporal con el juego. Metodología: En lo que se refiere a la sociología de los usos y a la antropología visual, hay entrevistas sobre la apropiación del juego y sus efectos dentro de la organización, para una investigación empírica sobre los usos de un seriousgame de entrenamiento en la entrevista de evaluación realizada por los ejecutivos de salud de un hospital. Conclusiones: Aún si la percepción de inmersión en el seriousgame no fue lo suficientemente determinante. Los ejecutivos han podido aplicar las situaciones durante entrevistas reales.


Des cadres de santé « jouent » à évaluer. Le « Serious gaming » pour appréhender l’évaluation ?

December 2010

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113 Reads

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4 Citations

Communication et organisation

The evaluation of professional practices is a highlight of organizational management. Evaluation becomes less implicit in organizations and helps the construction of identity and image of the employee with an important impact on his feelings of the human environment and its own perception of its place in the organization. The inherent tensions in evaluation practices explain the existence of substantial difficulties in the practical implementation of specific tools. There are many gaps between managerial intentions connected to the design of tools and practices and expectations of the users. In relation to these reactions, they show many frustrations. Human resources departments reconfigure regularly. The evaluation tools used in organizations answer a vision of rational and “dis-affective” communication. That’s why organizations need training. This article outlines the results of research on the implementation of a “serious game” of evaluation training in a hospital. From an original way, the “serious game” with a few modalities of video game confirms the sympathy and connivance as a result of the ludic dimension. But the need for evaluation training is pointed and the “serious game” reveals the social sense of the communication in the organization, particularly in hospital in a context where the care of the person is highly integrated.


Edition d'un CD Rom destiné aux entreprises sur les dispositifs médiatiques et iconiques : approche sémiotique des ressources offertes

6 Reads

The CD Rom Images and companies was initiated and created by PUMMA, Platform About Digital Uses, operational structure in the International City of Image and Animated Film Techniques (CITIA / Annecy / France). The role of this CD Rom is to alive the principal actors to the stakes in digital images (for the local companies in the Region of Haute-Savoie) Logotype, corporate web site, Intranet, interactive television, CD Rom, Flash program in Internet, company newspaper, animated program in mobile phone, etc. are integrated in this CD Rom. In a research contract between PUMMA and IREGE laboratory, the fonction of consulting exists but also the investigation in communication sciences. It treat of strategic positionning of the companies and mobilization of the collective values. The semiotic approach is dominant..

Citations (2)


... The GlasgowSim project aims to develop a pedagogical innovation that meets the requirements of the curriculum and extends the teaching options for the Glasgow Assessment Scale. The user is invited to interact with a computerbased device that combines teaching aspects with playful elements derived from video games (Chabert, 2010). ...

Reference:

GlasgowSim - Glasgow Coma Scale Simulation
Des cadres de santé « jouent » à évaluer. Le « Serious gaming » pour appréhender l’évaluation ?

Communication et organisation

... Serious games refer to games and simulations that combine educational information with entertainment content and technologies (Ibanez Bueno, Chabert, & Allain, 2014). Recent studies have found the effects of health-related GBIs, or interventions using serious games for health education, to be promising on a broad spectrum of outcomes. ...

Serious games: New media in a public institution?

Revista Latina de Comunicación Social