Call for papers

We are seeking original contributions that advance the state of the art in the theories, technologies and knowledge available to support development and deployment of serious games (SG). Experimental studies are strongly encouraged. We welcome papers for the following tracks: Technology, Cognitive Science, Pedagogical Foundations, Serious Game Design, Applications, and Industry.

Important dates

Paper Submissions: 2 July, 19 July, 2021
Acceptance Notification: 6 September, 2021
Camera-ready: 24 September, 2021


All papers must present original and unpublished work, which is not currently under review elsewhere. Authors should consult Springer’s authors’ instructions and use their LNCS proceedings templates, either for LaTeX or for Word, for the preparation of their papers. Springer encourages authors to include their ORCIDs in their papers. In addition, the corresponding author of each paper, acting on behalf of all of the authors of that paper, must complete and sign a Consent-to-Publish form.

Papers have to be submitted through the Easychair system.

Submission will be peer-reviewed and authors will be notified about the acceptance, either in the form of a full paper or a poster. The maximum length of camera-ready full papers is 10 pages, while the maximum length for a camera-ready poster is 6 pages.

At least one author of an accepted paper or poster is required to register for the full conference (regular or student rate).

Accepted full papers and posters will be included in the conference proceedings published on Springer Lecture Notes in Computer Science (LNCS)

A dedicated special issue with an upgraded version of the best papers of the conference will be published on The International Journal of Serious Games.



Potential topics include, but are not limited to:

Technology track

  • Human-computer interaction for SGs (hardware, software)
  • Modelling and simulation
  • Learner performance modelling, assessment (stealth, formative, summative) and feedback
  • Learning analytics
  • Adaptivity and personalisation in SGs
  • Artificial intelligence and machine learning for SGs
  • Big data for SGs
  • Neuro-scientific principles, experiments and applications
  • Computing architectures for SGs
  • Technological support for collaborative games
  • Immersive and multimedia experiences
  • Augmented and virtual reality
  • Computer graphics & visual effects
  • Emotions and affective interaction
  • Interactive narrative and digital storytelling
  • Procedural content generation
  • Smart toys for learning
  • Efficient development tools
  • Social computing
  • Support for gamification
  • Security & privacy
  • Interoperability and standards
  • Quality of service for SGs

Cognitive science track

  • Cognitive processing in a SG
  • SG for cognitive disorders
  • Cognitive architecture in SG design and development
  • Neuroscience in SG
  • SG for behavioural change

Pedagogical foundations track

  • Pedagogical theories and their application in the field of serious games
  • User modelling
  • Methodologies and principles for serious games user assessment
  • Support for educators and trainers
  • Pedagogical principles of gamification
  • Support higher-order thinking through serious games

Serious Game design track

  • Mapping pedagogical goals, outcomes and principles into serious game mechanics
  • Design and implementation of SGs mechanics (e.g., score, rewards, achievements, and related interfaces)
  • Gamification design
  • Ubiquitous/pervasive gaming
  • Support for educators and trainers
  • Balancing realism, engagement, learning and entertainment
  • Collaboration and cooperation
  • Inclusive design

Application track

  • Case studies on developing/deploying serious games in application domains such as business, strategic and tactical decision-making for crisis and conflict management, management, entrepreneurship, environment, cultural heritage, health, fitness, sport, smart buildings, humanities, engineering, manufacturing, security, safety, ethics, emergency response and pandemic, etc.
  • User studies applying serious games in formal education
  • User studies applying serious games in training (professional, corporate and executive training, skill development and other workforce programs)
  • User studies applying serious games in the above domains, studying effectiveness for learning/training
  • Understanding how, when, with whom, for what to use serious games
  • Gamification in various application domains
  • Verification of learning transfer
  • Study of the long-term impact
  • Assessing personal abilities through serious games
  • Usability studies

Industrial track

  • Serious games studies
  • Models for serious games
  • Pervasive gaming
  • Mobile gaming
  • Gamification
  • Products to support serious games development and deployment