Call for papers

2013-10-01

IJSG seeks original contributions that advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. Experimental studies are strongly encouraged.

Papers may be one of several types: research paper; tutorial/survey; software/algorithms; addendum/corrections; datasets.

IJSG does not accept as original research articles that have been shared as preprints.

Typical topics are:

Serious Game design:

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

Technologies:

  • 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
  • Immersiveness 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

Applications:

  • 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)
  • 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 of applying serious games in the above domains, studying effectiveness for learning/training
  • Understanding how, when, with whom, for what to use SGs
  • Human factors in SGs
  • Gamification in various application domains
  • Verification of knowledge transfer
  • Study of the long-term impact
  • Assessing personal abilities through SGs
  • Usability studies

Pedagogy:

  • Pedagogical theories and their applications in SGs
  • User modeling
  • User assessment
  • Methodologies and principles for SG user assessment
  • Support for educators and trainers
  • Gamification
  • Support higher-order thinking through SGs

Guidelines for submissions