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GALA 2017 : Ganes and Learning Alliance 2017


When Dec 5, 2017 - Dec 7, 2017
Where Lisbon, Portugal
Submission Deadline Jul 10, 2017
Notification Due Sep 8, 2017
Final Version Due Oct 2, 2017
Categories    serious games   game-based learning   gamification   education technologies

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 will 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

eLSE 2018   14th eLearning and Software for Education Conference
ACML 2018   The 10th Asian Conference on Machine Learning
WCG 2018   1st International Workshop on Cloud Gamification
CIG 2018   2018 IEEE Conference on Computational Intelligence and Games
Graphics & Games 2018   Encyclopedia of Computer Graphics and Games
ACHI 2018   The Eleventh International Conference on Advances in Computer-Human Interactions
FDG 2018   Foundations of Digital Games
IICEHawaii 2019   The IAFOR International Conference on Education – Hawaii 2019
FG 2019   The 14th IEEE International Conference on Automatic Face and Gesture Recognition
GandALF 2018   International Symposium on Games, Automata, Logics, and Formal Verification