Serious Games |
CGiV2017 – 14th International Conference Computer Graphics,
Imaging and Visualization 22 May - 25 May, 2017 Cadi Ayyad University ●
Marrakesh ● Morocco ● http://www.graphicslink.co.uk/cgiv2017/ |
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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):
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Theories & application in the field of serious games §
Methodologies & principles for games user assessment §
Principles of gamification
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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
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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 §
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
§
Serious games market studies §
Business models for serious games §
Pervasive gaming §
Mobile gaming §
Products to support serious games development and deployment |
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www.graphicslink.co.uk/cgiv2017/CGa.htm |
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All SGa should
be addressed to: |
All
other enquiries should be addressed to: |
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