GALA conf SG Awards 2017

The European Serious Games Award aims to celebrate the best games for learning in Europe. Organized by the SGS as friendly game contest, the awards are based on an analysis of game entries by selected experts of the SGS.

In 2017, the European Serious Games Awards are conferred in two categories with a specific topic:

a) Academy category, serious games designed and produced in a scientific and research environment

b) Business category, serious games designed and produced by a professional game studios

Deadline: September 22, 2017

Find further info and instructions here


TEAPP – new game for children with autism


Studio Ikki is a group of 3D developers and that has created an app for children with autism. It’s a free videogame called “TEAPP”  focused on teaching them to identify objects and sounds, how to interact with everyday situations and working the emotional intelligence through fun.

They are looking for people trying out their free demo and giving them feedback.

More info on the project here: 

Game links:

GALA conference: deadline extended

The  deadline for submitting papers for the GALA conference 2017 has been extended to July 28, 2017.

We are seeking original contributions that advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. Experimental studies are strongly encouraged.

Please find the full call for papers here:

The GALA Conference 2017 proceedings will be published in the Springer Lecture Notes in Computer Science (LNCS) series and the best papers in a special issue of the International Journal of Serious Games, as in the previous years.

Follow the updates on the GALA conference 2017 also on our Facebook page, in our Linkedin Group and via Twitter.


Important dates:

Papers (10 pages) submission deadline: July 10, 2017 July 28, 2017

Notification date for Papers: September 8, 2017
Final paper submission: October 2, 2017

IJSG Vol 4, No 2 (2017) is available

We are glad to announce that the latest issue of the IJSG has been published. It includes a special issue based on the workshops and the doctorial consortium of the 15th International Conference on Entertainment Computing 2016 hosted by professor Helmut Hlavacs at the University of Vienna, Austria.

It is available here: 


Table of Contents:

Editorial – Alessandro De Gloria


A Comparison of Active and Passive Virtual Reality Exposure Scenarios to Elicit Social Anxiety – Yoones A. Sekhavat, Poorya Nomani


Guest Editorial – Jannicke Baalsrud Hauge

Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey – Werner Gaisbauer, Helmut Hlavacs

Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF) – Heinrich Söbke,  Jannicke Baalsrud Hauge, Ioana Andreea Stefan

Interpreting Data of Serious Games for Health using Decision Support Systems – Konrad Peters, Fares Kayali, Marisa Silbernagl, Anita Lawitschka, Helmut Hlavacs

A Hybrid-Streaming Method for Cloud Gaming: To Improve the Graphics Quality delivered on Highly Accessible Game Contents – Kar Long Chan, Kohei Ichikawa, Yasuhiro Watashiba, Uthayopas Putchong, Hajimu Iida

People with Disabilities Leading the Design of Serious Games and Virtual Worlds. – Yurgos Politis, Nigel Robb, Anita Yakkundi, Karola Dillenburger, Nicola Herbertson, Beth Charlesworth, Lizbeth Goodman

Call for Papers: Special Issue on “Intelligent Learning Assessment in Serious Games”

Special Issue on

“Intelligent Learning Assessment in Serious Games”


International Journal on Serious Games

ISSN: 2384-8766

Indexed by the Emerging Sources Citation Index (ESCI) – Web of Science (WoS) Core Collection


Guest Editors

Prof. Riccardo Berta, University of Genoa

Prof. Pablo Moreno Ger, Universidad Internacional de La Rioja,


The assessment of learning in Serious Games can be defined as the process  of reporting results about the effectiveness of the educational activity provided during the game play,  in terms of the progress towards the established learning outcomes.

Data gathered during the game play, like game analytics (game events, player actions, etc.) and information gathered from innovative controllers (user movements, physiological measurements, etc.) have the potential to automate (through algorithms, AI statistical methods, etc.) the assessment process and to improve the adoption of serious games by stakeholders (industry training responsibles, teachers, schools, etc.) by proving the evidence of SG’s impact on learning.

However, the collection of statistical data alone, without a deep understanding of the specific context, cannot result to a significant effect in training and teaching. Ad-hoc designed approaches and technologies may facilitate the monitoring of learning processes and allow learners to adjust their path in order to optimize the outcomes of their efforts.

In this context, the International Journal on Serious Games seeks original manuscripts for a Special Issue on “Automatic Learning Assessment in Serious Games”, which is tentatively scheduled to appear in the April 2018 issue.

Submitted contributions should reflect one or more of the following sample topics of interest for this special issue, although other relevant research topics will also be considered:

  • Big Data and data analytics: modeling of learner/player, game analytics, game data mining, game and player profiling, data collection and fusion from heterogeneous sources (e.g. mobile and ubiquitous games);
  • Human-computer interaction: natural and multi-modal interfaces, conversational NPCs, affective computing, innovative interaction devices and techniques (e.g. based on physiological measurements), data visualizations in game analytics, dashboards for learners and teachers;
  • Social computing: data mining and filtering from social networks and social media, data from informal learning in social communities, trust and reputation construction from assessment outcomes in social communities;
  • Intelligent systems: adaptive gaming, recommender systems, technologies for smart training, pedagogical NPCs, game contents personalization based on assessment.


Submitted papers must describe original research which is not published or under revision by other journals, conferences or books. Authors are responsible for understanding and adhering to submission guidelines published on the IJSG website (

Please address all other correspondence regarding this Special Issue to  



Please note the following important dates:


Deadline for submissions: 13 October 2017

Notification of Acceptance: 26 January 2017

Final copy due: 16 March 2018

Expected Publication: April 2018