IJSG 4, 3 (2017): Gala Conf 2016 Special Issue

The International Journal of Serious Games has just published its latest issue http://journal.seriousgamessociety.org, a special issue dedicated to selected papers from the GALA conf 2016, managed by the guest editors Rosa Maria Bottino and Johan Jeuring. We invite you to review the Table of Contents here and then visit the journal website to review articles and […]

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: www.academictransfer.com/40404 b) a Post-Doc level researcher working on Simulation Games […]

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  researchers, developers, 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 […]

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 […]

Job: Research Associate at Disruptive Media Learning Lab

Coventry’s DMLL is looking for a fix-term research associate to work mostly on the EU-funded BEACONING  project. BEACONING stands for ‘Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning’. The project aims to exploit and integrate pervasive, context-aware and gamified techniques and technologies, framed within the Problem-Based Learning context towards facilitating ‘anytime anywhere’ learning. Find […]