Study on the evolution of terms relating to the field of Serious Game between 2019 and 2022
Study on the evolution of terms relating to the field of Serious Game between 2019 and 2022

Julian Alvarez, our edutainment expert, participated in a study whose “objective is to study the evolution of the number of occurrences associated with the keywords “Serious Games” and “Gamification”, particularly during the period 2019 to 2022 This aims to test a hypothesis according to which associating play with utilitarian aims would now be part of a discourse of reconstruction in the sense of Flichy. Concretely, different words or even neologisms would revitalize such a concept. The methodology chosen to conduct such a study is based on the use of Google Scholar and Google Trends engines, the results of which are then subject to analytical interpretations.”
Discover the scientific article here.

Written by Aurélie Tavernier
Marketing and Communications Manager at Immersive Factory.
She became interested in raising awareness of health and safety at work, convinced that an approach tailored to employees can transform the safety culture and reinforce shared vigilance. Her ambition: to encourage all companies, whatever their size, to invest actively in health and safety prevention for the well-being of their employees.