Categories
Call for papers Conferences

SGames 2016 is accepting papers!

The 6th EAI International Conference on Serious Games, Interaction and Simulation (SGames 2016) will take place in Porto, Portugal on 16-17 June, 2016.

SGames 2016 will be a multidisciplinary approach to the presentation of research, theory, application, practice and validation in the field of Serious Games for any level and any area. As such it covers areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology, interaction and simulation. SGames 2016 is interested in new scientific approaches and results from experiments and real-life applications.

The Conference invites submissions that deal with issues including:
– Technology, tools and systems for Serious Games;
– Game platforms, toolkits, frameworks, engines, APIs and libraries;
– Game interfaces (input devices, speech, gestures);
– Content generation tools;
– Immersive Environments, virtual environments, virtual reality, augmented reality, mixed reality use for Serious Games;
– Games for education and training;
– Games for emergency and disaster management, crowd simulation, crime scene investigation;
– Games for health, medical training, therapy;
– Games and art;
– Serious Games for other purposes;
– Games for science and research.
To see all the topics of interest to SGames 2016, click here.
Furthermore, SGames 2016 will host a great keynote speech by Dr. Sylvester Arnab (Coventry University, UK).

All accepted papers will be published by Springer and made available through SpringerLink Digital Library, one of the world’s largest scientific libraries. Proceedings are submitted for inclusion to the leading indexing services: DBLP, Google Scholar, Thomson Scientific ISI Proceedings, EI Elsevier Engineering Index, CrossRef, Scopus, as well as ICST’s own EU Digital Library (EUDL). Selected papers, particularly those nominated for the Best Paper competition, will be automatically considered for publication in the EAI Endorsed Transactions on Serious Games.

Important dates:

Full Paper Submission Deadline: 15th March, 2016

Notification Deadline: 4th April, 2016

Camera-ready Deadline: 18th April, 2016

If you need more information about SGames 2016, visit the conference official website.

Categories
Interviews

Embracing the pervasiveness of games

We have talked with Laura Anna Ripamonti, Dario Maggiorini (University of Milan), and Daniela Villani (Catholic University of the Sacred Heart of Milan), General Co-Chairs of GOWELL 2016, EAI International Conference on Games for Well-being (14-16 June, Budapest, Hungary), co-located with eHealth 360° Summit 2016. In their research work, they span the areas of online social interaction in virtual worlds, software and network architecture to support entertainment applications, the use of interactive simulations for the training of psychological skills, and the cognitive factors related to the use of mediated technologies in education and clinical domains. We talked about what role games play in the modern society, and where their potential could take them in the future.

What is the central topic of GOWELL 2016 and why is it important? What is this event’s vision?

The starting point of GOWELL 2016 is the assumption that there is an emerging confluence of technologies that are being used more and more to support our daily activities, and the search for well-being that is a transversal goal of multiple disciplines. Thus, the conference builds upon the increasing relevance of applied gaming approaches, gamification techniques and game-related technologies and devices for health and well-being management and recovering. The objective is to bring together researchers, technologists and visionaries from Academia, research labs and industry to foster a lively discussion about the theory and practice of games as a way to improve health and well-being in tomorrow’s society.

What have been the recent developments in games for well-being? What are the biggest challenges that this area is currently facing?

Over the last five to ten years, increasing attention has been given to the possibility of games improving health and well-being. Using games as a medium presents a wide range of opportunities for the format of the intervention, since playing digital games and other playful activities are so pervasive in our modern-day lives. Current research suggests that video games already have a positive impact on different aspects of well-being, including positive social relations, environmental mastery, emotional regulation, relaxation, and stress reduction. The experience of engagement while playing video games, also leveraged by ubiquitous modern portable technology, has been proven to have a positive influence on well-being. Furthermore, other studies are interested in better understanding the optimal levels of game play, the influence of factors such as gender, personality, and other psycho-social characteristics, on well-being. Future research should attempt to monitor evidence regarding links between games and positive mental health and to provide guidelines for use by other researchers as they design specific tools and games to improve quality of life in a broader sense.

What are your expectations for GOWELL 2016?

The goal is to build a community of experts with a broad range of expertise in games and well-being-related research. This will allow us to share research results and to develop new multidisciplinary projects in a cooperative context involving multiple countries.

Categories
Call for papers Conferences

GOWELL 2016: final Submission Deadline!

GOWELL 2016, the 1st EAI International Conference on Games fOr WELL-being, will take place in Budapest, Hungary on June 14th-16th, 2016. It will be co-located with eHealth360 Summit.

 The EAI Games fOr WELL-being conference has been created to present the latest emerging applications for improving the quality of everybody’s personal experience and promoting adaptive behaviors and positive functioning.

GOWELL invites presentations about the use of Virtual Reality, Augmented and Mixed Reality, Virtual Environments, Games for Health, Applied Games, Mobile Health and other emerging applications. Here you can find some of the topics of interest:

  • Applied Games for health awareness and/or improvement;
  • Game applications for better lifestyle or well-being;
  • Game design techniques and solutions for healthcare environments;
  • Games’ devices/technology applied to medical treatments or prevention;
  • Gamification of healthcare processes;
  • Well-being interventions including affective strategies supported by technologies;
  • Information technologies to support patient’s engagement in healthcare;
  • Positive Gaming;
  • Stress management and new technologies;
  • Integrating technologies to support student’s engagement in learning process;
  • Technologies enhancing Social Well-being;
  • Technology for active aging and healthy living;
  • Integrating technology in self-help interventions.

 

Important dates:

Paper submission deadline: February 14th, 2016   March 1st, 2016

Acceptance Notification: March 31st, 2016

Camera-ready deadline: April 29th, 2016

If you want to know more, visit the conference official website.

Categories
Call for papers Conferences

GOWELL 2016 is accepting papers!

The 1st EAI International Conference on Games fOr WELL-being (GOWELL 2016) will take place in Budapest, Hungary on June 14th-16th, 2016. It will be co-located with eHealth360 Summit.

In recent years, applied gaming approaces, gamification techniques, game-related technologies and devices for health and wellbeing management and recovery increased their relevance. The EAI Games fOr WELL-being conference has been created to present the latest emerging applications for improving the quality of everybody’s personal experience and promoting adaptive behaviors and positive functioning.

GOWELL invites presentations about the use of Virtual Reality, Augmented and Mixed Reality, Virtual Environments, Games for Health, Applied Games, Mobile Health and other emerging applications. Autors are encouraged to cover the following topics of interest:

  • Applied Games for health awareness and/or improvement;
  • Game applications for better lifestyle or well-being;
  • Game design techniques and solutions for healthcare environments;
  • Games’ devices/technology applied to medical treatments or prevention;
  • Gamification of healthcare processes;
  • Well-being interventions including affective strategies supported by technologies;
  • Information technologies to support patient’s engagement in healthcare;
  • Positive Gaming;
  • Stress management and new technologies;
  • Integrating technologies to support student’s engagement in learning process;
  • Technologies enhancing Social Well-being;
  • Technology for active aging and healthy living;
  • Integrating technology in self-help interventions.

Important dates:

Paper submission deadline: February 14th, 2016

Acceptance Notification: March 31st, 2016

Camera-ready deadline: April 29th, 2016

Find more details on the conference website.