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GALAconf 2015 : Games and Learning Alliance conference


When Dec 9, 2015 - Dec 11, 2015
Where Rome
Submission Deadline Jul 29, 2015
Notification Due Sep 11, 2015
Final Version Due Oct 16, 2015
Categories    seriousgames   game-based learning   gamification

Call For Papers

We are seeking original contributions that advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. Experimental studies are strongly encouraged.

Please refer also to the Aims and scope section and also check the workshop pages, that have different CFPs.


Potential topics include, but are not limited to:

Technology track:

Advanced Human-Computer Interaction for serious games (hardware, software)
Artificial intelligence for serious games
Neuro-scientific principles, experiments and applications
Hardware devices for user status and performance assessment and estimation
Technological support for collaborative games
User modeling and profiling
Augmented and virtual reality
Support for learner performance assessment (stealth, formative, summative)
Provision of feedback
Development tools
Support for educators and trainers
Support for gamification
Learning analytics
Modeling and simulation
Interoperability and standards
Pedagogical foundations track:

Pedagogical theories and their applications in the field of serious games
User modeling
Methodologies and principles for serious games user assessment
Support for educators and trainers
Pedagogical principles of gamification
Support higher-order thinking through serious games
Serious Game design track:

Mapping educational outcomes and principles into serious game mechanics
Serious game mechanics joining entertainment and pedagogical goals
Gamification design
Design of score and rewards
How to balance realism, engagement, learning and entertainment
Tools for SG and gamification design
Application track:

User studies applying serious games in formal education
User studies applying serious games in training (professional, corporate and executive training, skill development and other workforce programs)
Case studies on developing/deploying serious games in application domains such as business, management, entrepreneurship, environment, cultural heritage, health, smart buildings, humanities, engineering, manufacturing, security, safety, ethics, etc.
User studies of applying serious games in the above domains, studying effectiveness for learning/training
Understanding how, when, with whom, for what to use serious games
Gamification in various application domains
Verification of learning transfer
Study of the long-term impact
Assessing personal abilities through serious games
Usability studies
Industrial track:

Serious games market studies
Business models for serious games
Pervasive gaming
Mobile gaming
Products to support serious games development and deployment
Authors must follow a format accordingly the template that can be dowloaded: WORD LATEX

The accepted articles will be published on Springer LNCS.

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

Related Resources

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IJCAI 2017   International Joint Conference on Artificial Intelligence
MLDM 2017   Machine Learning and Data Mining in Pattern Recognition
ECML-PKDD 2017   European Conference on Machine Learning and Principles and Practice of Knowledge Discovery
GALA conf 2016   Games and Learning Alliance Conference 2016
DSAA 2017   The 4th IEEE International Conference on Data Science and Advanced Analytics 2017
CCML 2017   The 16th China Conference on Machine Learning
ISMIS 2017   23rd International Symposium on Methodologies for Intelligent Systems
ICMR 2017   ACM International Conference on Multimedia Retrieval
ACM--ICDLT 2017   ACM--2017 International Conference on Deep Learning Technologies (ICDLT 2017)--Ei Compendex and Scopus