Postdoctoral researcher (2020-2022)

UnitedVR is a R&D project dedicated to the design of authoring tools for virtual reality, multiplayer and multi-site games. Our research focuses on procedural generation of video game levels, the design of algorithms to evaluate the quality of this generation, and how level design can induce the players’ curiosity to explore their environment.
Project partners: CNAM-Cédric, SpirOps, SolidAnim, G4F Prod, Persistant Studios, Stormancer
Link to the project website

Postdoctoral researcher (2017-2018)

DysApp is an educational project related to the design of serious games on tablet computers to train motor skills and visuomotor planning for pupils with disorders such as dyspraxia and dyslexia. Our research focuses on the design of algorithms for the games dynamic difficulty adaptation, and its evaluation through the implementation of non-invasive measurement tools integrated into the different gameplay.
Project partners: CNAM-Cédric, CeRCA – Université de Poitiers, Tralalere
Link to the project website

Éléments de game design pour le développement d'une attitude réflexive chez le joueur
Ph.D. Student (2013-2017)

Directors: Prof. Stéphane Natkin (CNAM-Cédric) & Prof. Daniel Andler (Université Paris Sorbonne)
Advisors: Dr. Axel Buendia (CNAM-Cédric) & Dr. Guillaume Levieux (CNAM-Cédric)
Abstract: This thesis introduces results of experiments testing specific game mechanics to help the players to develop reflective decision making. Our approach is, firstly, to bias the players’ judgment. Then, through the bias awareness, we want to help them to have a better understanding about their judgment processes. To do this, we place the player in an overconfident state while playing video games. To measure their behavior, the players must use an integrated tool to the game progression: a bet system through which they assess on their confidence in their chances of success. Two games were developed to measure the influence of the biases on the confidence of the player: one focusing on the effect of anchoring and confirmation biases, another one on the hard / easy effect.
HAL index / PDF

Orange Gamification
Research Engineer (2012-2013)

Research project dedicated to the gamification of an Orange Music Service for general audience. Our goal evaluate the efficacy of introducing game mechanics into non-playful services, and to design a game experience and its parameters.
Project partners: CNAM-Cédric, Orange

Donjons & Radon
Research Intern (2011)

Dungeons & Radon is an educational project aimed at developing a serious game designed to raise awareness of the physical sciences among schoolchildren. Research focuses on a state of the art of serious games efficacy, and the definition of gameplay parameters useful for geometry and mathematics learning.

Partners: Ad-Invaders, Canopé Créteil, IENS Groupe Compas, Lip6 UPMC, Microsoft Education
Link to the project website

L’expérience émancipatrice : le rôle des personnages médiateurs dans l’émergence d’une attitude réflexive chez le joueur/apprenant
Master Student (2009-2011)

Directors: Dr. Teresa Faucon (Université Sorbonne Nouvelle) & Dr. Chantal Duchet (Université Sorbonne Nouvelle)
Abstract: This Master thesis introduces a taxonomy of video game characters useful to improve the player’s learning of knowledge and skills. Based on an analysis of non-player characters in consumer video games and socio-constructivist learning techniques, the objective is to define profiles of game characters designed as learning mediators. These characters will follow the players progression and they will interact with them at key moments in their learning process. In the end, they will also help them to develop a more reflective posture about their actions in the game, to facilitate the transfer of knowledge and skills from the game to the off-game. This research was applied to the project Donjons & Radon, during an internship at IENS-Compas.