Serious Games are games with at least one characterizing goal in addition to the fun factor. Examples for characterizing goals represent behavior changes (healthy lifestyle, nutrition, environment-friendly mobility behavior) or an intended learning effect. Accordingly, application domains of Serious Games are settled in the fields of health (prevention, rehabilitation and therapy, exergames and cognitive training) and education, training and simulation, but there are also good examples for the fruitful use of Serious Games in the fields of marketing and advertisement, tourism and cultural heritage or Serious Games for creating awareness for societal relevant issues such as security, religion, climate and energy.
The Joint Conference on Serious Games is fully dedicated to Serious Games and its interdisciplinary characteristics combining game concepts and game technologies with further concepts and technologies required in the different application domains. Scientists and practitioners are cordially invited to present their latest research achievements and best-practice results. Submission are possible in the form of full papers (e.g., new methods and concepts, technologies, tools, algorithms, studies and surveys), short papers (e.g. best-practice results or new ideas and concepts, not necessarily empirically assessed with an evaluation study), demo papers (description of serious games, products/titles and prototypes), poster presentations (new ideas, research approaches, work in progress) or workshop proposals (2 hours or half day).
Topics include, but are not limited to:
Theory & Technology:
Scientific methods and concepts for
- game design and development of serious games (serious game design, gameplay, storytelling)
- use of game technology in serious games (game engines, cross-platform, network and communication)
- cost-effective production of serious games (authoring tools, support for non-programmers, collaborative authoring, procedural content generation, middleware)
- personalized, adaptive serious games (user characteristics, player and gamer types, context models, personalization, adaptive serious games)
- collaborative learning and training environments (multiplayer serious games, game mastering, games and social networks, collaboration, competition)
- interfaces and sensor technology in serious games (game consoles and interfaces, vital sensors and parameters; augmented reality, mixed reality in mobile education/training scenarios, location-based and ubiquitous technology)
- evaluation studies (evaluation methodologies and evaluation design, models and metrics, evaluation tools, effectiveness, efficiency)
- surveys (serious games studies and outcomes, serious games effects, use of technologies)
- business models and market studies for Serious Games
- grand challenges and obstacles for game developers and publishers, e.g. expectations and acceptance or ethic-legal issues and privacy
Best-Practice & Application Domains:
- field reports, demonstrations and evaluation studies of Serious Games...
- research prototypes and commercial games ‘more than fun’
- .. in serious games application areas, among others:
- games for health (personalized exergames, prevention, rehabilitation, cognition, movement)
- games for behavior change (nutrition, lifestyle, environment-friendly mobility behavior)
- social awareness games (security, religion, climate, energy)
- digital educational games (from kindergarten to vocational and workplace training)
- simulation and training (disaster management, manufacturing, industrial applications)
- 15 May: Paper Submission
- June 15: Notification of Acceptance
- July 15: Early-bird Registration
- July 31: Final Paper Version
- Full papers: 8 - 12 pages
- Short and demonstration papers: 4-6 pages
- Poster presentations: 2-3 pages
- Workshop proposals: 1-2 pages (title, abstract, organizer, length: 2hours/half/full day)
Format and Template:
- format/template: Springer LNCS
- paper submission will be accepted only via Easychair
All papers will be reviewed by a Scientific Committee (three peer reviews per submission)
- In addition to the conference proceedings, authors from 8-10 selected papers will be invited to provide an extended version (substantially different to the LNCS conference proceedings) for a special issue of the Games for Health Journal (impact factor 2.019). Publications will be open access, the publication costs for it are covered by JCSG.
For any questions, please do not hesitate to contact us by email.