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SGDA 2013 - SGDA 2013 : The 4th International Conference on Serious Games Development and Applications

Date2013-09-25 - 2013-09-27

Deadline2013-04-30

VenueTrondheim, Norway Norway

Keywords

Websitehttps://ddsgsa.net/sgda

Topics/Call fo Papers

The recent re-emergence of serious games since 2002 has put the spotlight on the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include engineering, education, health care, military applications, city planning, production, crisis response, and training. Serious games have primarily been used as a tool that gives players a novel way to interact with games in order to promote physical activities, to learn skills and knowledge, to support social-emotional development, to treat different types of psychological and physical disorders, etc. Many recent studies have identified the benefits of using video games in a variety of serious purposes. Since games technology is inexpensive, widely available, fun and entertaining people of all ages, if combine with conventional methodologies in many application domains, it could provide a powerful means of encouraging people more effectively in designated activities.
The Conference is supported by the GALA Network of Excellence for Serious Games, SINTEF, NTNU-Trondheim (Norwegian University of Science and Technology), University of Bremen, Glasgow School of Art, INESC-ID, Technical University of Lisbon, and University of Derby.
Accepted papers are expected to present high quality material that illustrates the broad range of exciting work in serious games, with particular interest in the field application of serious games.
Areas of interest include, but are not limited to:
Game design, game study, game theories
Interactive Digital Storytelling
Simulation, modelling
Gaming; post-experience analysis; role-play; gameplay
Virtual Reality, 3D Visualisation
Active learning, experiential learning, social learning
Medical applications of games technology
Competence development, Advertisement and awareness building
Case studies of industrial and scientific applications of serious games in engineering, healthcare, education and learning theories, training, military, production, human interfaces, crisis response, public policy, cognition, psychology, communication, decision making, environmental issues, sociology, international studies, peace and conflict studies, organization studies, etc.
Emerging technologies, e.g. peer-to-peer network and cloud computing, and games; game engines and frameworks
Use of serious games for innovation
Use of serious games in economics, marketing, business, management, and entrepreneurship, e.g. to enhance productivity in business processes
Use of serious games for enhancing users?quality of experience in mobile computing applications and social networks
Publication process
Authors are invited to submit extended abstracts of 1500 words for peer-review on a wide variety of topics related to Serious Games. The accepted abstracts are invited for full manuscripts in one of the following categories: full papers (a maximum of 12 pages), case studies/short papers (6 pages). Submitted papers must be original work, and may not be under consideration for another conference or journal. Accepted papers, case studies and posters will be published in the Springer Lecture Notes in Computer Science (LNCS) series which will be distributed at the conference and available electronically. Final manuscripts must be in Springer LNCS format. Authors might be asked by the program committee to resubmit their paper in a different category.
Important dates
Submission deadline extended abstract (1200-1500 words): 30 April 2013
Notification of review results: 15 May 2013
Final Manuscript due:
(Author registration deadline) 10 June 2013
Conference dates: 25-27 September 2013

Last modified: 2013-04-08 23:09:01