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SE4GSC 2022 : Call for Book Chapters - Software Engineering for Games in Serious Contexts - Theories, Methods, Tools, and Experiences

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Link: https://tinyurl.com/CFCSESeriousContexts
 
When N/A
Where N/A
Abstract Registration Due Jan 31, 2022
Submission Deadline Mar 31, 2022
Notification Due Apr 30, 2022
Final Version Due Aug 31, 2022
Categories    software engineering   serious games   gamification
 

Call For Papers


Call for Chapters
Software Engineering for Games in Serious Contexts - Theories, Methods, Tools, and Experiences
Edited by Kendra M. L. Cooper and Antonio Bucchiarone


We would like to invite you to contribute a chapter to an edited book on Software Engineering for Games in Serious Contexts - Theories, Methods, Tools, and Experiences we are co-editing and planning to publish with Springer Nature. Initial contacts with the publisher have indicated a strong interest, and we are now at the stage of putting together a list of authors and abstracts to finalise an agreement with it.


The goal of this edited book is to provide researchers and practitioners with a collection of high quality, state-of-the-art results on topics related to software engineering for serious games and gamified systems. The complete Call for Chapters with the book goal, topics, and deadlines can be found at the following link: https://tinyurl.com/CFCSESeriousContexts

If you are interested in this venture, as we hope you are, please take note of the following:


- An abstract (1 page) MUST be submitted by January 31, 2022 (Strict). It must be formatted following a precise style described in the Call for Chapters and must be submitted as a PDF with a maximum of one page. The total page count includes all figures, tables, and references.

- Prospective authors are encouraged to write a chapter specifically for the volume.

- Chapters need to be written in English, and language editing is the responsibility of the authors.

- The first draft of the chapter is to reach the editors by March 31, 2022. Reviewers’ comments are going to be provided by April 30 2022, revised chapters are due June 30, 2022, and final chapters need to be submitted by August 31 2022 for onward transmission to the publishers.


We do hope you will feel able to respond positively to this invitation, and we look forward to hearing from you.

Editors
Kendra M. L. Cooper and Antonio Bucchiarone

Kendra M. L. Cooper is an Independent Scholar whose research interests are in software and systems engineering (requirements engineering and architecture) and engineering education; these topics are explored within the context of game engineering. Current topics include the modelling, analysis, and automated transformation of complex game systems using graph based methods; the ontological foundations of serious educational games are also under investigation. She has co-edited the book "Computer Games and Software Engineering" (2015); a new edited book "Software Engineering Perspectives in Computer Game Development" is available (2021). Dr. Cooper has co-organized/organized ICSE Workshops on Games and Software Engineering (GAS 2012, GAS 2013, GAS 2015, GAS 2016, and the upcoming GAS 2022), the CSEE\&T Workshop on Essence in Education and Training (2020), and the ASE Workshop on Automated Software Engineering for Computer Games (ASE4Games 2021). Dr. Cooper received a Ph.D. in Electrical and Computer Engineering from The University of British Columbia, Canada.


Antonio Bucchiarone is currently a Senior Researcher at the Motivational Digital Systems (MoDiS) research unit of the Bruno Kessler Foundation (FBK) in Trento, Italy. His research activity is focused principally on many aspects of Software Engineering for Adaptive Socio-Technical Systems. In the last 12 years, he has investigated advanced methodologies and techniques supporting the definition, development, and management of distributed systems that operate in dynamic environments, where being adaptable is a key intrinsic characteristic. In 2018, he started a new research topic in his research group on Gamified Software Modeling with the objective to define methods, theories and tools to bind gameful mechanisms to existing software applications and create gamified scenarios in Software Engineering.

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