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GameDays 2012 - 3rd International Conference and 8th Science meets Business Workshop on Serious Games for training, Education, Health and Sports

In conjunction with Entertainment 2012. The GameDays have been established in 2005 as "Science meets Business" event in the field of Serious Games, taking place on annual basis in Darmstadt, Germany. The principle aim is to bring together academia and industry and to discuss the current trends, grand challenges and potentials of Serious Games for different application domains.

Was Conference
Wann 18.09.2012 bis
20.09.2012
Wo Darmstadt, Germany
Name Dr. Stefan Göbel, Prof. Dr. Josef Wiemeyer
Kontakt-E-Mail
Termin übernehmen vCal
iCal

Topics include

Theory & Technology:
  • cost-effective production (authoring tools, support for non-programmers; e-learning platform and tools, animation techniques; game engines, middleware)
  • game design and development (game engines, game physics, game rendering and animation, virtual characters)
  • game technology (browser games, (Massive) Multiplayer Online Games, mobile games, console games)
  • personalization and adaptation (player, gamer, context models, presentation and gameplay, planning and AI)
  • collaborative learning and training environments (multiplayer serious games, game mastering, games and social networks, collaboration, competition)
  • narration and (interactive, digital) storytelling
  • interfaces and sensor technology (game consoles and interfaces, vital sensors and parameters; augmented reality, mixed reality in mobile education/training scenarios, location-based and ubiquitous technology; non-visual senses: smelling, touching, hearing)
  • evaluation studies (evaluation methodologies, models and metrics, evaluation tools, effectiveness, efficiency)
Business:
  • business models and market studies for/of Serious Games and Edutainment applications
  • grand challenges and obstacles for game developers and publishers
Best-Practice & Application Domains:
  • field reports, demonstrations and evaluation studies of Serious Games...
    • for prevention, rehabilitation and therapy
    • as well as any form of learning and knowledge transfer ranging from games for the kindergarten to games at school and
    • university or professional training and learning environments for individuals or groups
  • research prototypes and commercial games ‘more than fun’
  • as well as edutainment applications in the fields of
    • education and remote classrooms,
    • educational robots and toys,
    • digital museum and cultural heritage,
    • simulation and training

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