GameDays 2016 - 6th GameDays 2016 conference
Date2016-09-26 - 2016-09-27
Deadline2016-05-01
VenueBrisbane, Australia
Keywords
Websitehttps://jcsg2016.org
Topics/Call fo Papers
Topics include
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
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
Other CFPs
- International Joint Conference on Serious Games ? JCSG 2016
- 2016 Kansas City Developer Conference
- 9th International Symposium on Visual Information Communication and Interaction
- Workshop on Virtual Humans and Crowds for Immersive Environments
- 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems
Last modified: 2016-01-17 22:22:08