PhD and Post-Doc position at TU Delft

The Delft University of Technology has two open positions related to applied gaming.

They are looking for

a) a PhD researcher working on Gaming for Self Organisation in Transportation (full-time) for the Trans-Sonic project funded by the Netherlands Organisation for Scientific Research (NWO).

Further details here:

b) a Post-Doc level researcher working on Simulation Games for Transport innovation (full-time) for the InDeep project funded by the Netherlands Organisation for Scientific Research (NWO) and TKI Dinalog.

Further details here:


Literature News: Mixed Reality and Gamification for Cultural Heritage

The miscellany “Mixed Reality and Gamification for Cultural Heritage”  edited by Marinos Ioannides, Nadia Magnenat-Thalmann and George Papagiannakis and published by Springer contains numerous papers on recent developments of enabling technologies and applications of virtual and augmented reality combined with gamification approaches for cultural heritage and creative industries.

The seven sections cover topics such as Museum Applications, Ambient Intelligence and Storytelling, Content and Re-Use and Digitization and Visualization.

Of particular interest for researchers and practitioners in the field of Serious Games and Gamification are the contributions “Multimodal Serious Games Technologies for Cultural Heritage” (Liarokapis,  Petridis, Andrews,  de Freitas), “Preservation and Gamification of Traditional Sports” (Tisserand et al.) and “Gamified AR/VR Character Rendering and Animation-Enabling Technologies (Papaefthymiou et al.).

The volume is available at



Recherche d’auteurs sur la thématique du « jeu numérique dans les apprentissages »

Réseau Canopé, opérateur français du Ministère de l’Éducation Nationale, de l’Enseignement Supérieur et de la Recherche pour la production et l’éditorialisation des contenus du portail éduscol « Apprendre avec le jeu numérique », recherche des auteurs qui seront amenés à rédiger des articles sur le jeu numérique dans les apprentissages.

Le portail « Apprendre avec le jeu numérique » met à disposition de tous les enseignants, du premier et du seconde degrés quel que soit le champs disciplinaire, des ressources pour intégrer le jeu numérique et la programmation informatique de manière ludique dans leurs pratiques

de classe. Il a pour finalité d’apporter aux professionnels de l’éducation tout support d’information en lien avec la thématique du jeu numérique susceptible d’accompagner leur enseignement. A ce titre, le portail leur propose des informations théoriques sur l’enseignement en lien avec le jeu, relaie les travaux de la recherche ainsi que toute actualité centrée sur une exploitation pédagogique.

Le projet se décompose en deux parties distinctes :

  • une partie portail destinée à l’information et au relais des travaux de veille thématique,
  • une base de pistes d’usages pédagogiques associées à des fiches techniques.

Pour plus d’informations, veuillez contacter  Monsieur Axel Mambole (

CfP GALA conf 2017


The Games and Learning Alliance conference (GALA 2017) is an international conference dedicated to the science and application of serious games.

The conference aims at bringing together  researchersdevelopers, practitioners  and stakeholders. The goal is to share the state of the art of research and market, analysing the most significant trends and discussing visions on the future of serious games.

It will take place on December 5-7, 2017 in Lisbon, Portugal.

Find the full Call for Papers here:

Important dates: 

Papers (10 pages) submission deadline: July 10, 2017
Notification date for Papers: September 8, 2017
Camera Ready Papers and Registration Due: October 2, 2017

International Journal of Serious Games Vol 4, 1 (2017)

We are glad to announce that the latest issue of the IJSG has just been published.

It features five innovative papers on different aspects of the world of Serious Games that can be found here:  IJSG Volume 4, Issue 1 (2017).

Editorial – Alessandro De Gloria

Patients’ follow-up using biomechanical analysis of rehabilitation exercises –  Bruno Bonnechère, Bart Jansen, Lubos Omelina, Victor Sholukha, Serge Van Sint Jan

Experience, Experiment, Evaluate: A Framework for Assessing Experiential Games –  Nicholas Lytle, Mark Floryan, David Amin

Persuasive Gaming: Identifying the different types of persuasion through games – Teresa de la Hera Conde-Pumpido

Serious Games are a Serious Tool for Team Research –  Michael D. Coovert, Jennifer Winner,   Winston Bennett, David J. Howard

Flow experience in game based learning – a systematic literature review – Arttu Perttula, Kristian Kiili, Antero Lindstedt, Pauliina Tuomi


Literature News: Game-Based Learning Across the Lifespan

The new miscellany “Game-Based Learning Across the Lifespan” was published in early 2017 in the Springer series “Advances in Game-Based Learning” by the SGS-member Margarida Romero and K. Sawchuk, J. Blat, S. Sayago and H. Ouellet. It features nine articles that address the implications of age and game-based learning.

The book examines digital game-based learning (DGBL) for various stages of
life, from childhood to late adulthood. State-of-the-art methodologies for age-specific game design, development and assessment are illustrated and case studies of DGBL across lifespan and generations is included.

The book is available via Springer. Have a good read

DATAK, a game on the use of personal data


Radio Télèvision Suisse  developed a serious game about an increasingly important issue: the protection of  personal data. The game is available in English, German, French and Italian at has the intention to raise awareness on data collection and on how our personal data can be used.  It is aimed at anyone aged 15 or over and brings to life the main themes of the investigation (social media, government surveillance, commerce and health).

The players of DATAK assume the role of a recent recruit hired to work for the mayor of a town to manage social media, and are confronted with various dilemmas in their day-to-day lives. There are important decisions to be made (in their private lives and for the community) against the clock.

The game results from a broad investigation on the use of personal data, available at

DATAK was developed by DNA studios with the support of the Youth and media platform of the FSIO ( and its development was supervised by a panel of 15 experts.


Screenshot  from DATAK