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GALA 2023 : Games and Learning Alliance Conference 2023 | |||||||||||||||
Link: https://conf.seriousgamessociety.org/ | |||||||||||||||
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Call For Papers | |||||||||||||||
You are cordially invited to submit papers to the 12nd Games and Learning Alliance Conference (GALA Conference 2023). GALA Conference 2023 is an international conference organized by the Serious Games Society. The objective of the conference is to provide an international forum for the dissemination and exchange of scientific information on theoretical, generic, and applied areas of serious games. We are seeking original contributions that advance the state of art of serious game research field. With serious games, we also refer to other gameful approaches such as game-based learning and gamification.
Experimental studies are strongly encouraged. We welcome papers for the following tracks: Educational Science, Technology, Serious Games Design, Application, Industry, and Cognitive Science tracks. Important dates Paper Submissions: 19th July, 2023 (hard deadline, no extensions are possible) Acceptance Notification: 6th September, 2023 Camera-ready: 22nd September, 2023 AUTHORS’ INSTRUCTIONS All papers must present original and unpublished work, which is not currently under review elsewhere. Authors should consult Springer’s authors’ instructions and use their LNCS proceedings templates, either for LaTeX, Word, or Overleaf, for the preparation of their papers. Papers have to be submitted through the Easychair system. Submit your paper here: https://easychair.org/conferences/?conf=gala2023 The maximum length of camera-ready full papers is 10 pages. The best papers, which are not accepted as full papers (presented in full paper sessions) will be selected for a poster session (short paper). The maximum length for a camera-ready short paper (poster) is 6 pages. Both full papers and short papers will be included in the proceedings published on Springer Lecture Notes in Computer Science (LNCS). At least one author of an accepted paper or poster is required to register for the full conference (regular or student rate). A dedicated special issue with an upgraded version of the best papers of the conference will be published in The International Journal of Serious Games. TOPICS OF INTEREST Potential topics include, but are not limited to: == Educational Science track Educational effectiveness of Serious Games (SGs) Methodologies of studying educational effectiveness of SGs Educational theories and their application in the field of serious games Pedagogical approaches and teachers role in SGs SGs in learning assessment SGs as an educational research tools Learning by making games SGs enhancing literacy and numeracy skills SGs enhancing higher-order thinking SGs for business applications from innovation to cultural change and strategic decision making == Technology track Human-computer interaction for SGs (hardware, software) Extended reality (XR): augmented reality, mixed reality, virtual reality Modelling and simulation Learner performance modelling, assessment (stealth, formative, summative) and feedback Learning analytics Adaptivity and personalisation in SGs Artificial intelligence and machine learning for SGs Big data for SGs Tools and applications for neuro-scientific game research Computing architectures for SGs Immersive and multimedia experiences Computer graphics and visual effects Emotions and affective interaction Interactive narrative and digital storytelling Smart toys for learning Efficient development tools Support for development of gamified solutions Security and privacy in SGs == Serious games design track Design and implementation of SGs mechanics (e.g., score, rewards, achievements, and related interfaces) Mapping educational goals, outcomes and principles into serious game mechanics Research methods for SGs and playing experience evaluation Inclusive design and accessibility issues Emotional design in serious games Evidence-based developement of serious games Ubiquitous/pervasive gaming Balancing in games (e.g., realism, engagement, learning, and entertainment) Collaboration and cooperation aspects Design for behavioural change == Application track Case studies on developing/deploying SGs and gamified systems in application domains such as business, strategic and tactical decision-making for crisis and conflict management, management, entrepreneurship, environment, cultural heritage, health, fitness, sport, smart buildings, humanities, engineering, manufacturing, security, safety, ethics, emergency response and pandemic, etc. User studies applying SGs in training (e.g., professional, corporate and executive training, skill development and other workforce programs) User studies applying serious games in the above domains, studying effectiveness of the games == Human factors in SGs Identifying boundary conditions for using SGs Evaluation of impact, longitudinal studies Assessing personal abilities through SGs Usability studies SGs for behavioural change == Industrial track Distribution models Game analytics Serious games studies Models for serious games Monetization models & strategies Pervasive and mobile gaming Gamification Products supporting serious games development and deployment Cognitive Science track == Cognitive processing in SGs SGs for cognitive disorders Cognitive architecture in SGs design and development Neuroscience in SGs |
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