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GALA 2024 : Game and Learning Alliance Conference 2024


When Nov 20, 2024 - Nov 22, 2024
Where Berlin, Germany
Submission Deadline Jul 3, 2024
Notification Due Sep 6, 2024
Final Version Due Sep 22, 2024
Categories    education   computer science   game-based learning   human computer interaction

Call For Papers

You are cordially invited to submit papers to the 13th Games and Learning Alliance Conference (GALA Conference 2024). GALA Conference 2024 is an international conference organized by the Serious Games Society in collaboration with the Berlin School of Economics and Law (Business Faculty).

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 track
- Cognitive Science track
- Technology track
- Serious Games Design track
- Application track
- Industrial track


- Paper Submissions: 3rd July, 2024
- Acceptance Notification: 6th September, 2024
- Camera-ready: 22nd September, 2024


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

== Cognitive Science track

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

== 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 development 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

Understanding how, when, with whom, for what to use SGs
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


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. Springer encourages authors to include their ORCIDs in their papers. In addition, the corresponding author of each paper, acting on behalf of all of the authors of that paper, must complete and sign a Consent-to-Publish form.

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

Submission will be peer-reviewed and authors will be notified about the acceptance, either in the form of a full paper or a poster. 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.

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

Accepted full papers and short papers (posters) will be included in the conference proceedings published on Springer Lecture Notes in Computer Science (LNCS).

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.

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