GaLA 2020 Call for Papers

The call for paper is clossed

77 paper submissions, 35 accepted as full papers (45% of acceptance rate) and 11 accepted as posters

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.

Potential topics include, but are not limited to:

Technology track

  • Human-computer interaction for SGs (hardware, software)
  • Modeling and simulation
  • Learner performance modeling, assessment (stealth, formative, summative) and feedback
  • Learning analytics
  • Adaptivity
  • 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

Pedagogical foundations track

  • Pedagogical theories and their applications 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

Application track

  • Case studies on developing/deploying serious games in application domains such as business, management, entrepreneurship, environment, cultural heritage, health, fitness, sport, smart buildings, humanities, engineering, manufacturing, security, safety, ethics, 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

Authors must follow a format according to the Springer LNCS template, that can be downloaded at: WORD LATEX

The maximum length for full papers is 10 pages.

The maximum length for a poster is 6 pages.

The accepted articles will be published on Springer 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.

Important dates

  • Paper submissions due: July 24th 2020
  • Accepted papers decided: early September
  • Camera-ready papers due: September 23rd 2020