SGDA 2014 - The Fifth International Conference on Serious Games Development & Applications
satellite conference to European Conference on Games Based Learning (ECGBL 2014)
Was | Conference |
---|---|
Wann |
09.10.2014
bis 10.10.2014 |
Wo | Berlin, Germany |
Name | Academic Conferences International Limited (Conference registration & logistics) |
Kontakt-E-Mail | info@academic-conferences.org |
Termin übernehmen |
vCal iCal |
Topics include:
- A. Application Areas
- Well-being, Rehabilitation and Health Treatment
- Engineering
- Community and process Engagement
- Primary and secondary schools
- Cultural heritage
- Competence Development and Skills
- Project Management
- Work practices
- Knowledge Management
- B. Industry Areas
- Manufacturing
- Construction
- Banking and Finance
- Government agencies
- Health
- Research and Development
- Corporate and Business
- Training
- Creative industry sector
- C. Game Designs, Studies and Theories
- Addiction
- Psychology and Behaviour
- Prevention and rehabilitation
- Engagement
- Patterns and best practice
- Game Design Frameworks
- Serious games mechanics and patterns
- Co-design Methodology and Tools
- Authoring Paradigms and Models
- Effectiveness and efficiency of game design
- User experience design
- D. Technologies, Platforms and Interfaces
- Mobile Applications and Platforms
- Augmented Reality, Extended Reality and Virtual Reality
- Believable Agents
- Gamification middleware
- Serious games architecture and infrastructure
- Machine learning
- Analytics and Sense Making of Data
- Interactive Digital Storytelling
- Serious games middleware and tools
- Authoring tools
- Security in games
- Pervasive technology
- Reusable Serious Games Resources
- Intelligent User Interfaces
- E. Case Studies and Survey Papers
- Case studies in serious games/gamification
- Meta analysis serious games/gamification effectiveness
- Case studies in application of serious games/gamification
- Business cases of serious games/gamification
- Position paper of emerging technologies and their impact on serious games/gamification
- Best practice