Serious Games

CGiV2017 14th International Conference Computer Graphics, Imaging and Visualization

22 May - 25 May, 2017

Cadi Ayyad University ● Marrakesh ● Morocco ●


The industry of computer games is a flourishing reality since several decades. Several issues on their future are going to be presented and discussed at the symposium since the availability of hardware and software platforms is widening their use, breadth, capabilities and (of course) impact on increasingly large audiences. Moreover, computer games engines offer, nowadays, also a mature environment for non-ludic applications that can leverage on their graphical capabilities to offer interactive virtual environments for educational applications. The advantage is that the overall result is available on standard PCs, that make any result immediately available to a large audience.


The interest of the research in non-ludic applications is witnessed by the rapidly growing industry that features the use of interactive games technology within non-entertainment sectors; the trend is showing an organized industry of developers using cutting-edge entertainment technologies to solve problems in areas as diverse as education, health-care, national defence, homeland security, analytics, corporate management and more. Several commercial games are used for purposes that are not entertainment related, such as SimCity and Civilization, but many titles are built with an educational purpose in mind, such as Virtual University, 3D Driving Academy etc.

We want to provide an opportunity to researchers in the field to discuss and present their research. The objective of the symposium is to cover state-of-the-art results, present and discuss key research issues and outline future directions of computer games and their applications in any field, not necessarily bound to entertainment. The setting of the symposium would encourage and stimulate discussions among the researchers and the audience.


Papers presenting original research within the theme of "Serious Games" are being sought. Suggested topics include (but are not limited to):


  • Theories and Principles:

  Theories & application in the field of serious games

  Methodologies & principles for games user assessment

  Principles of gamification

  • Serious Game design:

  Mapping educational outcomes and principles into serious game system

  Serious game mechanics joining entertainment and pedagogical goals

  Design of score and rewards

  Balance realism (also in timing), engagement, learning and entertainment

  • Serious Games Technology:

  Human-Computer Interaction for serious games

  Artificial intelligence for serious games

  Neuro-scientific principles, experiments and applications

  Technological support for collaborative games

  User modeling and profiling

  Augmented and virtual reality

  Learner performance assessment (stealth, formative, summative) 

  Provision of feedback

  Efficient development tools

  Support for educators and trainers

  Support for gamification

  Learning analytics

  • Application:

  Serious games in formal education

  Serious games in training (professional, corporate and executive training, skill development and other workforce programs)

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

  Effectiveness for learning/training

  Understanding how, when, with whom, for what to use serious games

  Gamification in various application domains

  Verification of learning transfer

  Long-term impact study

  Assessing personal abilities through serious games

  Usability studies

  • Industry:

  Serious games market studies

  Business models for serious games

  Pervasive gaming

  Mobile gaming

  Products to support serious games development and deployment


All SGa should be addressed to:

All other enquiries should be addressed to:
Conference Co-ordinator

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