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CfP: Joint Conferences on Serious Games (SGDA and GameDays 2015)

Recently, Serious Games became very popular, not only as research area, but also as promising ‘tool’ for a broad spectrum of application domains, ranging from game-based learning, simulation and training environments to games for health and behaviour change, marketing and advergames, games for planning and participation or games for tourism and cultural heritage.

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Joint Conference on Serious Games

6th Int. Conf. on Serious Games Development & Applications (SGDA 2015)
5th GameDays Int. Conference (GameDays 2015)

3-4 June 2015, Huddersfield, UK

http://seriousgames.wix.com/2015

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Call For Papers

The organizers of the Serious Games conferences SGDA and GameDays decided to bundle the research activities on Serious Games and to establish an international joint conference on Serious Games, bringing together researchers, developers and users of Serious Games.

Accepted papers are expected to present high quality material that illustrates the broad range of exciting work in Serious Games, with particular interest in best practice and field studies of Serious Games, but also underlying theories, models and technologies.

Topics include, but are not limited to:

Theory & Technology

Scientific methods and concepts for

  • game design (design principles, engagement, psychology and behaviour; game balancing; storytelling; formalisation of game descriptions, models and processes, game patterns)
  • game development (authoring processes, models, tools and frameworks; support for non-programmers and intermediaries, e.g. educators and trainers or therapists; game mechanics)
  • cost-effective production (procedural content creation; middleware; user generated content)
  • game platforms (engines, architectures and infrastructures; browser, online and mobile; communication; storage and retrieval, open repositories, re-use of game resources; security)
  • interfaces and sensor technology (game consoles, devices and controllers; intelligent user interfaces, multimodal interaction; VR/AR, location-based, pervasive, ubiquitous technology; non-visual senses: smelling, touching, hearing; vital sensors and parameters)
  • personalization and adaptation (player and learner models, profiling, game context; planning and AI, machine learning; intelligent tutoring, game mastering; games and social networks)
  • evaluation (methodologies, models and metrics; assessment, analytics and sense making of data, feedback mechanisms; effects and affects, game experience; effectiveness, efficiency)

Best-Practice & Application Domains

Field reports, demonstrations, case studies and surveys of Serious Games for..

  • well-being, prevention, rehabilitation and health treatment
  • learning, education and training, from kindergarten to workplace training (including competence development and skills and knowledge management)
  • engineering, manufacturing, visualization, architecture, planning
  • marketing, advertisement, tourism and cultural heritage
  • governance, innovation, participation and inclusion
  • meta analyses of serious games (socio-economic, technological; quality, security; effects)
  • standardisation (interoperability; game formats, rating, certification)
  • emerging technologies and their impact on serious games
  • business models and market studies

Submission and Publication

Scientists and practitioners from the closely related communities on Serious Games are cordially invited to present their latest research achievements and best-practice results and to submit full papers (e.g., surveys, new research approaches including related work, new concepts and at least first user studies), short papers (e.g. best-practice results or new ideas and concepts, not necessarily proven with an evaluation study), demo papers (description of games, products and prototypes), poster presentations (new ideas, research approaches, etc.) or proposals for workshops (2hours, half day or full day).

Accepted papers will be published in the Springer Lecture Notes in Computer Science (LNCS).

Submission Categories

●      Full papers: 8 – 12 pages

●      Short papers and demos: 5 – 6 pages

●      Poster presentations: 1-2 pages

●      Workshop descriptions: 1-2 pages (title, abstract, organizer, length: 2hours/half/full day)

Authors can demonstrate their games at the Serious Games Showcase, which is part of the conference, and have an opportunity to win the “Best Serious Games Award” for 2015.

Format and Template

●      Format/template: Springer LNCS http://www.springer.com/computer/lncs?SGWID=0-164-6-793341-0

●      Paper submission will be accepted only via Easychair https://easychair.org/conferences/?conf=icsg20150

All papers will be reviewed by a scientific committee (at least three reviews per paper). Submissions are reviewed based on originality and quality of the content, relevance and clarity of presentation.

Important Dates

●     January 14, 2015: Paper Submission Deadline

●     March 15, 2015: Notification of Acceptance

●     April 1, 2015: Camera-Ready Papers due

●     April 10, 2015: Early Bird / Author Registration Deadline

●     June 3-4, 2015: Conference at University of Huddersfield, UK

For further questions, please contact the conference organizers,
see http://seriousgames.wix.com/2015#!form__map/c24vq

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