GALA Conf 2022: Games and Learning Alliance Conference 2022 University of Tampere Tampere, Finland, November 30-December 2, 2022 |
Conference website | https://conf.seriousgamessociety.org |
Submission link | https://easychair.org/conferences/?conf=galaconf2022 |
Abstract registration deadline | July 21, 2022 |
Submission deadline | July 21, 2022 |
Call For Papers
We are seeking original contributions that advance the state of art of the 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.
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 educational research tools
- Learning by making games
- SGs enhancing literacy and numeracy skills
- SGs enhancing higher-order thinking
- Support for educators and trainers
Technology track
- Human-computer interaction for SGs (hardware, software)
- Extended reality (XR): augmented reality, mixed reality, virtual reality
- Modeling and simulation
- Learner performance modeling, assessment (stealth, formative, summative), and feedback
- Learning analytics
- Adaptivity and personalization 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
- Technological support for collaborative games
- Immersive and multimedia experiences
- Computer graphics and visual effects
- Emotions and affective interaction
- Interactive narrative and digital storytelling
- Procedural content generation
- Smart toys for learning
- Efficient development tools
- Social computing
- Support for development of gamified solutions
- Security and privacy
- Interoperability and standards
- Quality of service for 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 development of serious games
- Ubiquitous/pervasive gaming
- Support for educators and trainers
- Balancing in games (e.g., realism, engagement, learning, and entertainment)
- Collaboration and cooperation aspects
- Design for behavioral 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 the effectiveness of the games
- Understanding how, when, with whom, for what to use SGs
- Human factors in SGs
- Identifying boundary conditions for using SGs
- Evaluation of impact, longitudinal studies
- Assessing personal abilities through SGs
- Usability studies
- SGs for behavioral 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
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 or for Word, for the preparation of their papers. Springer encourages authors to include their ORCIDs in their papers. In addition, the corresponding author of each paper, acting on behalf of all of the authors of that paper, must complete and sign a Consent-to-Publish form.
Submission will be peer-reviewed and authors will be notified about the acceptance, either in the form of a full paper or a poster. 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.
Publication
The GALA Conference 2022 Proceedings will be published on Springer Lecture Notes in Computer Science (LNCS, indexed by Scopus), and the best papers in a special issue of the International Journal of Serious Games, indexed by ESCI, WoS, and Scopus, like previous years.
Contact
All questions about submissions should be emailed to antti.koskinen@tuni.fi