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GALA 2023 : Games and Learning Alliance Conference 2023


When Nov 29, 2023 - Dec 2, 2023
Where Dublin, Ireland
Submission Deadline Jul 19, 2023
Notification Due Sep 6, 2023
Final Version Due Sep 22, 2023
Categories    game-based learning   human computer interaction   artificial intelligence   games

Call For Papers

You are cordially invited to submit papers to the 12nd Games and Learning Alliance Conference (GALA Conference 2023). GALA Conference 2023 is an international conference organized by the Serious Games Society. The objective of the conference is to provide an international forum for the dissemination and exchange of scientific information on theoretical, generic, and applied areas of serious games. We are seeking original contributions that advance the state of art of serious game research field. With serious games, we also refer to other gameful approaches such as game-based learning and gamification.
Experimental studies are strongly encouraged. We welcome papers for the following tracks: Educational Science, Technology, Serious Games Design, Application, Industry, and Cognitive Science tracks.

Important dates
Paper Submissions: 19th July, 2023 (hard deadline, no extensions are possible)
Acceptance Notification: 6th September, 2023
Camera-ready: 22nd September, 2023

All papers must present original and unpublished work, which is not currently under review elsewhere. Authors should consult Springer’s authors’ instructions and use their LNCS proceedings templates, either for LaTeX, Word, or Overleaf, for the preparation of their papers.

Papers have to be submitted through the Easychair system. Submit your paper here:

The maximum length of camera-ready full papers is 10 pages. The best papers, which are not accepted as full papers (presented in full paper sessions) will be selected for a poster session (short paper). The maximum length for a camera-ready short paper (poster) is 6 pages. Both full papers and short papers will be included in the proceedings published on Springer Lecture Notes in Computer Science (LNCS).

At least one author of an accepted paper or poster is required to register for the full conference (regular or student rate).

A dedicated special issue with an upgraded version of the best papers of the conference will be published in The International Journal of Serious Games.

Potential topics include, but are not limited to:

== Educational Science track

Educational effectiveness of Serious Games (SGs)
Methodologies of studying educational effectiveness of SGs
Educational theories and their application in the field of serious games
Pedagogical approaches and teachers role in SGs
SGs in learning assessment
SGs as an educational research tools
Learning by making games
SGs enhancing literacy and numeracy skills
SGs enhancing higher-order thinking
SGs for business applications from innovation to cultural change and strategic decision making

== Technology track

Human-computer interaction for SGs (hardware, software)
Extended reality (XR): augmented reality, mixed reality, virtual reality
Modelling and simulation
Learner performance modelling, assessment (stealth, formative, summative) and feedback
Learning analytics
Adaptivity and personalisation in SGs
Artificial intelligence and machine learning for SGs
Big data for SGs
Tools and applications for neuro-scientific game research
Computing architectures for SGs
Immersive and multimedia experiences
Computer graphics and visual effects
Emotions and affective interaction
Interactive narrative and digital storytelling
Smart toys for learning
Efficient development tools
Support for development of gamified solutions
Security and privacy in SGs

== Serious games design track

Design and implementation of SGs mechanics (e.g., score, rewards, achievements, and related interfaces)
Mapping educational goals, outcomes and principles into serious game mechanics
Research methods for SGs and playing experience evaluation
Inclusive design and accessibility issues
Emotional design in serious games
Evidence-based developement of serious games
Ubiquitous/pervasive gaming
Balancing in games (e.g., realism, engagement, learning, and entertainment)
Collaboration and cooperation aspects
Design for behavioural change

== Application track

Case studies on developing/deploying SGs and gamified systems in application domains such as business, strategic and tactical decision-making for crisis and conflict management, management, entrepreneurship, environment, cultural heritage, health, fitness, sport, smart buildings, humanities, engineering, manufacturing, security, safety, ethics, emergency response and pandemic, etc.
User studies applying SGs in training (e.g., professional, corporate and executive training, skill development and other workforce programs)
User studies applying serious games in the above domains, studying effectiveness of the games

== Human factors in SGs

Identifying boundary conditions for using SGs
Evaluation of impact, longitudinal studies
Assessing personal abilities through SGs
Usability studies
SGs for behavioural change

== Industrial track

Distribution models
Game analytics
Serious games studies
Models for serious games
Monetization models & strategies
Pervasive and mobile gaming
Products supporting serious games development and deployment
Cognitive Science track

== Cognitive processing in SGs

SGs for cognitive disorders
Cognitive architecture in SGs design and development
Neuroscience in SGs

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