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 for Transport innovation (full-time) for the InDeep project funded by the Netherlands Organisation for Scientific Research (NWO) and TKI Dinalog.
Further details here: www.academictransfer.com/40405
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
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
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