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GALA conf 2016 : Games and Learning Alliance Conference 2016 | |||||||||||||||
Link: http://conf.seriousgamessociety.org/2016/index.php/call-for-paper | |||||||||||||||
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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. SUBMIT A CONTRIBUTION NOW! 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 Adaptivity 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 Gamification 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. Important dates: Papers (10 pages) submission deadline: July 28, 2016 Notification date for Papers: September 11, 2016 Camera Ready Papers and Registration Due: October 16th 2016 |
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