The fun of learning
A passion for video games is an ideal ground to stimulate curiosity and facilitate a thirst for learning. We cultivate it and adapt our educational choices to obtain convincing results while maintaining a high level of motivation.
The sharing of experiences
The acceleration of communication skills and the natural propensity of exchange in young people places sharing (between generations, between peers) and mutual aid at the heart of our educational programs.
Innovation driven by uses
The understanding of uses and the way Gaming Campus keeps a watchful eye on their evolution places our schools at the forefront of educational guidelines. Our students, therefore, benefit from educational support at the cutting edge of innovation.
7 VIRTUES OF VIDEO GAMES
The Gaming Campus team has, for years, been working on various projects that make sense. Beyond entertainment, the practice of video games has 7 positive virtues. Gaming Campus’s objective is to be the accelerator of these objectives.
1. Fighting against brain ageing
American researchers from the University of Iowa found that video games helped older adults regain 3 years of good mental health.
2. Overcoming trauma
Tetris reduces the frequency of specific PTSD symptoms, like flashbacks. Source: A study that researchers at the University of Oxford carried out.
3. Feeling of well-being
According to a study done at the University of North Carolina, video games give older adults who regularly play a better sense of well-being.
4. Improvement in results
A child who plays video games has four times less chance of being held back a year compared to a child who doesn’t play video games. Playing video games allows them to be more focused and to concentrate for longer. Based on a study done by a researcher at the Institute for Pediatric Studies in Niort.
5. Developing social aptitudes
According to a study done by the American Psychological Association, the exchanges between teammates in video games allow easier social integration and promote better teamwork.
6. Analytical capacity
Playing video games allows one to react to multiple stimulatory sources and obliges players to find solutions to constantly changing situations. The senses and the brain are always in use. This improves many skills, such as spatial awareness and decision making. Based on a second study done by the University of Rochester.
7. Stimulating eyesight
The visual attention of players tires less quickly than that of non-players when looking for a target. Players can also fathom a more significant amount of objects in one glance—research from the University of Rochester (USA).
Bonus. The WHO recommends video games
During the confinement linked to COVID-19, the WHO (World Health Organisation) recommended playing video games (sparingly) to maintain social links.
Active learning by Gaming Campus
Gaming Campus adopts an innovative approach through a project-based learning pedagogy adapted to market reality. The objective is to give students skills that allow them to develop durable employability and permanent adaptability. The methods used pose intellectual challenges, stimulate their creativity and curiosity. Project-based learning also provides for multidisciplinarity between students, allows them to explore beyond their discipline, and allows them to use interdisciplinary skills. It is primordial that students can practise these skills before being confronted by them in a professional environment. Finally, the curricula are co-built and adjusted with partner businesses in real-time. They integrate all the skills and knowledge specific to the video game and digital art industries.Read more
Founders of Gaming Campus
Valérie has had the experience of leading a business school in Lyon and then was the National Director of Pedagogical Innovation and Development for 7 campuses at the heart of a higher education group. A woman of conviction and experience in the field, she defends active and project-based pedagogies, as well as interdisciplinarity. Valérie is the dean of the higher education schools at Gaming Campus.
Jean-Baptiste has led online educational programmes for nearly 15 years. He most notably led the mathematics website with the largest audience in France. Passionate about video games, he participated in the first LAN (esport competition) in France. Jean-Baptiste is the director of Gaming School.
Theirry started as an entrepreneur at the age of 19, with the idea of putting educational content online for students. He then created Media Student, which later became digiSchool, leader of online education in France. AngelSquare named him as the number one investor under 35. Theirry is in charge of development and future projects at Gaming Campus.
The pedagogical team includes around 100 industry professionals and about 10 language teachers.
Karen Lo Pinto
Head of pedagogy
The development committee
The development committee, made up of professionals, brings its members’ experience and reflection to the school's management. This is designed to continually adapt our educational and developmental strategy to best suit the needs of businesses.
CFO - Video Game and Software Companies
French General Manager - Riot
Head of Partnerships and Merchandising - OG Esports
French and Benelux Head of Marketing and Communication - EA
Cofounder - Qweri
Live and Monetisation Manager - Ubisoft
Head of Loyalisation - Micromania
Esports and Social Research Postdoctoral Scholar
Founder - Efficens
fkjn Consulting ex-Director of strategies - Havas
CEO - Chiliz
Founder & Chief Creative Officer - Fauns
Senior Consultant - Créargie
CEO - BPK entertainment
Pierre Alain Gagne
CEO - Dowino
Ecommerce Lead - Solary
Event Project Manager - Freelance
Mickaël Da Costa
Head of Communication - Ubisoft Ivory Tower