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 https://link.springer.com/book/10.1007/978-3-319-49607-8.
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 place on December 5-7, 2017 in Lisbon, Portugal.
Find the full Call for Papers here: https://conf.seriousgamessociety.org/call-for-papers/
Papers (10 pages) submission deadline: July 10, 2017
Notification date for Papers: September 8, 2017
Camera Ready Papers and Registration Due: October 2, 2017
Lennart E. Nacke and Sebastian Deterding edited a Special Issue of “Computers in Human Behavior” (in press) dedicated to the establishment of gamification research as cross-disciplinary field. The issue includes an analysis of this development with an outlook on the future of gamification research and ten significant articles on gamification of the past two years.