This workshop brings together researchers, developers and users of serious games. The worldwide interest in games has grown tremendously over the last years. Popular games have millions of users. With the growing data rate available to end users and the increasing CPU power of mobile devices, online and collaborative games are getting especially attractive. Games are also a relevant economic factor, a prospering market. They tackle a diversity of computer science research aspects, e.g., computer graphics, artificial intelligence, user interfaces and sensors, authoring and software production, human computer interaction, usability and user experience.
On the other side, game research is still in its beginning. This especially becomes true to the field of Serious Games: Here, game aspects are combined with additional technologies/concepts and ‘applied’ to fulfill an additional purpose ‘beyond pure entertainment’ (e.g. a learning, training or health effect, a behavior change in the daily lifestyle and nutrition or awareness about societal relevant topics such as politics, religion, security or energy). This nature of Serious Games results in a highly-complex and interdisciplinary environment requiring research and development ethodologies ‘beyond technology’. For instance, in the field of games for health, domain experts such as doctors, sport scientists, therapists etc. are involved apart from game developers and suppliers (e.g. psychologists and technicians in the field of sensor technologies relevant for the measurement of psychophysiological effects) and the end users (players, patients).
We are looking for contributions – either as paper submission or impulse statement for a practical hands - on session – in the following areas:
Game Theory and Game Technology
Game design and development
Cost-effective production (authoring tools, user-generated content)
Game technology: game engines, game middleware, browser games, MMOGs, game apps for mobile phones
Game personalization and adaptation
Communication (among players and stakeholders, over networks)
Innovative game interfaces (e.g., sensor technologies, game controllers)
Emotion in games
Best Practice and Applications
Games for education and training
Games for sports
Games for health (e.g., exergames, rehabilitation games)
Field reports
Evaluation studies
11月07日
2014
会议日期
初稿截稿日期
注册截止日期
留言