PageForBlog

TEAPP – new game for children with autism

teapp

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: http://studiosikki.com/ 

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: https://conf.seriousgamessociety.org/call-for-papers/

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: http://journal.seriousgamessociety.org/ 

 

Table of Contents:

Editorial – Alessandro De Gloria

ARTICLES

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

ICEC WORKSHOP 2016 SPECIAL ISSUE

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 riccardo.berta@unige.it

Prof. Pablo Moreno Ger, Universidad Internacional de La Rioja, pablo.moreno@unir.net

 

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 (http://journal.seriousgamessociety.org).

Please address all other correspondence regarding this Special Issue to riccardo.berta@unige.it  

 

 

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

 

Guestpost: Launch of the GATES project

Guestpost by Maite Zarranz – Pamplona, June 6th, 2017

gates_logo2

Launch of GATES project: Applying GAming TEchnologies for training professionals in Smart Farming in Europe.

 

GATES, the acronym of “Applying GAming TEchnologies for training professionals in Smart Farming”, is a European Project, supported by the European Union’s Horizon 2020 Research and Innovation Programme.

The overall objective of GATES is to develop a serious game-based training platform, making use of different gaming technologies, in order to train professionals across the agricultural value chain on the use of Smart Farming Technology, thus allowing deploying its full economic and environmental potential in European agriculture.

The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate and engage with consumers. In that context, the GATES PROJECT, through the development of a cross-platform (Desktop/Mobile/Web) serious gaming available for Android, iOS and Windows, will provide the farmer community, agronomical students, extension services and the SFT industry sales force an easy to use and understand gaming experience that will allow a first approach to the concept of SFT, their uses, available equipment and simulation on the adoption of such technologies.

gates

The GATES gaming platform will be marketed as a white-label app within 1-2 years of project’s end (June 2019), with the possibility of being customized according to the needs of paying customer (SFT companies, universities and extension services /agricultural consultants). It will function either as a stand-alone or as a complementary tool to traditional training methods, covering a wide range of agricultural settings in order to cater for the needs of different professionals in the SFT value chain. An in-depth market analysis and a Business Plan will be conducted during the project for facilitating the entry of the GATES gaming platform in the market.

The GATES project is composed of 5 partners from 4 countries, representing academia and research, game developers, advisory and extension services and the agricultural equipment industry: AGRICULTURAL UNIVERSITY OF ATHENS (Greece), MAD ABOUT PANDAS (Germany), INOSENS (Serbia), INICIATIVAS INNOVADORAS (Spain), and ASOCIACION NACIONAL DE MAQUINARIA AGROPECUARIA, FORESTAL Y DE ESPACIOS VERDES- ANSEMAT (Spain).

For more information visit our webpage and social networks:

Webpage:

http://www.gates-game.eu/en

Twitter: https://twitter.com/GATES_project?lang=en

Facebook: https://www.facebook.com/SmartFarmingSimulationPlatform/?ref=bookmarks

gates_eu

 

Guestpost: Games4Sustainability

Guest post by Sarah Nobis, Centre for Systems Solutions (Wroclaw, Poland)

Games4Sustainability: An initiative educating about sustainable development through serious games

The potential of serious games as learning environments is used in many areas of education these days. A domain which increasingly benefits from the usage of serious games is the one of sustainability education. But despite the growing interest in supporting sustainable development, there is still a great need to apply the knowledge about it in practice – decision paths are often constrained simply by insufficient hands-on experience. Implementing sustainability practices requires the ability to understand the complex dynamics that shape the world we live in. And although much work has been done in the last 40 years to support sustainable development, progress has been slow.

With our initiative Games4Sustainability, we want to meet the increasing demand for new ways of advancing sustainable development with the power of games. Sustainability educators use their knowledge and experience to help other people understand why making the world sustainable is so important. But at some point many of them realize that, despite their efforts, lots of their students and trainees fail to fully grasp the concept of sustainability and to engage in the learning process. It becomes clear that they need to overcome serious obstacles that make the effective learning much harder. Serious games can improve the effectiveness of sustainability education efforts.

We created the Games4Sustainability platform to give a hand to teachers and trainers G4S_2.jpgthat want to start using games in their work. A blog with posts by  game experts and educators, such as game developer John Krajewski from Strange Loop Games, offers readers an inspiration on how to use games successfully in different areas of sustainability. In order to find the titles that will perfectly align to the training activities, users can also explore a huge database of over 100 games grouped accordingly to the Sustainable Development Goals Agenda of the United Nations – the Games4Sustainability Gamepedia. Some of these games can be used completely for free. Also, on our social media channels Facebook and Twitter we regularly provide our followers with useful content about game-based learning.

Games4Sustainability was initiated by the Centre for Systems Solutions, a think tank organization based in Wroclaw, Poland. Our game developers have long-standing experience and – by launching the project – they want to share their know-how. In addition to  providing  users with useful content about serious games for sustainability, they also design them. You may find more serious games and simulations on the following websites: Centre for Systems Solutions and Games4Sustainability. We are also constantly looking for people with similar goals, willing to share their knowledge with our readers – contact us if you are one of them!

 

Call for Showcasing Transportation Games

Call for Showcasing Transportation Games

Thematic Session: Simulation Games to Understand Decision-Making in Transportation
Duration: 90 minutes


Transport is the physical process of transporting goods and people via train, air, ocean, (inland) waterways and roads from an origin to a destination. With the eye on achieving the objective of seamless transportation the optimisation of operations of the four different modes (rail, air, road, ocean/ inland) is considered necessary. In addition, terminals serve as nodes that connect modes of transport and absorbing inefficiencies in the rest of the transport chains.
Multimodal transportation nodes are complex systems. Many different interest groups are involved in such systems and all activities are interrelated. Especially efficient decision making processes are necessary for functioning transportation nodes.
Simulation games (SG) are designed to provide new insights about the behaviour including decision making of all actors involved in transportation. Furthermore, through games complex transportation problems are simulated and the reaction of the players and the choices they make provide an insight on possible solutions. Gaming can also promote the collaboration between the different stakeholders and raise awareness on the advantages of information provision on system performance. Multiplayer SG offers an environment where participants from different interest groups try while making collaborative decisions to achieve the same goal that is complete the game with the best possible score. Thus, players can understand the behaviour of all the actors and the collective impacts of their decisions.
In SG participants take up a specific role and react in different situations opposed to them by a simulated environment. SG can be either used a research instruments or as a training instrument.
The scope of this session is to demonstrate simulation games with transportation applications. Session participants are invited to present the games they have developed. They can demonstrate either the game itself and let the other participants play or give a short presentation about results of the game sessions. Games can be both in analogue and digital form, single player or multiplayer.
Call for Game Demonstrations
You are invited to submit a very brief proposal (max. 250 words) describing the set-up, content and type of game(s) related to the description above. Please mention the required equipment and material for your game demonstration (computer, projector, table, chairs, stationary etc.). The duration of the thematic session is 90 min. You can briefly introduce your game at the beginning of the session and continue to set-up your digital or analogue games for demonstration. At the end of the session the session chairs we will lead a short debrief and discussion on the demonstrated games of this session.

Submission and Deadlines

Submission opens now
Deadline for submission 25 June 2017
Feedback from reviewers 30 June 2017


Please send your proposal, questions and suggestions to Shalini Kurapati (S.Kurapati@tudelft.nl or Maria Freese (Maria.Freese@dlr.de). For further information please have a look on the conference website: http://www.isaga2017.com.

Program Committee

Shalini Kurapati, Delft University of Technology, Faculty of Technology, Policy and Management; Multi Actor Systems; Policy Analysis Section
Maria Freese, German Aerospace Center; Institute of Flight Guidance; ATM-Simulation
Ioanna Kourounioti, Delft University of Technology, Faculty of Technology, Policy and Management; Engineering Systems and Services; Transport and Logistic