Modern technologies provide us with sophisticated tools for learning and teaching, such as serious games, i.e. game software applications that are designed to do more than entertain. Games engage; research shows that games applications can
effectively engage in learning.
International Conference, Cambridge 23-24 June 2008
Call for papers
Modern technologies provide us with sophisticated tools for learning
and teaching, such as serious games, i.e. game software
applications that are designed to do more than entertain [1].
Games engage; research shows that games applications can
effectively engage in learning [2].
Serious games are on the move! We are seeing all kinds of new
developments - virtual worlds, pervasive games, massively
multiplayer games, mobile games ...
This conference seeks to bring together leading researchers and
developers who are movers and shakers at the cutting edge of their
field with interested professionals in education and training. Our aim
is an exciting and compelling conference that will stimulate debate
on the design and deployment of serious games, including mobile
learning games. Submissions are invited on all aspects of serious
games that are relevant to learning and teaching.
Conference themes and example topic areas are listed below,
together with information on submissions and important dates.
Themes and topics Designing learning games and virtual worlds
Here we invite contributions that showcase innovations and/or
discuss issues relating to the design of learning games and virtual
worlds for use in educational and training environments. Example
topics include:
• work-based games
• issues in developing cross-platform content
• issues in designing mobile games
• ethical and legal issues
• cultural and social issues
Embedding serious games and virtual worlds within learning
programmes
Under this heading we are looking for original research papers and
case studies that investigate the potential for integration of serious
games and virtual worlds within programmes of education and
training. Example topics include:
• audiences, pedagogies, inclusion issues
• evaluating serious games
• evidence and assessment
• use of social software
• use of mobile technologies
• participation, training
• case studies and demonstrations
• outlook for game-based learning in corporate and public
sectors
Tools, technologies and platforms for game-based learning,
including mobile game-based learning
Contributions here will present progress or results of research and
development relating to serious games technologies, for example
issues relating to cross-platform delivery. Example topics include:
• technologies, standards, convergence, trends
• mobile technologies
• pervasive games
• multiplayer games
• identity, scalability
Submissions
Submitted papers must be in English, unpublished and not
submitted for publication elsewhere. We invite the following types of
contributions:
• Keynotes: leading games researchers, designers and
educationalists who are experts in the field of serious games
will be invited. Abstracts will be included in the conference
proceedings.
• Full Papers: These will concern work in progress and/or
original research results. Length: 8 pages maximum (5000
words).
• Short Papers: These will be for example work in progress
reports or will reflect on and discuss new trends and
developments. Length: 4 pages maximum (2500 words).
• Posters: These will be maximum 1 page (600 words) + the
actual poster to be presented at the conference.
• Workshops: Proposals of maximum 300 words are invited.
• Panels: Proposals for discussions on relevant topics are
invited: maximum 300 words.
All submissions, except invited keynotes, will undergo a refereeing
process with 3 members of the programme committee. Authors of
accepted papers will be required to register for the conference;
where papers are authored by more than one person, only one co-
author needs to register. Authors of accepted papers must also
submit a final camera-ready version by for publication in the
conference proceedings. Authors of selected papers will be invited
to submit their paper for inclusion in a special issue of the Networks
series published by INSPIRE. The conference proceedings will be
published on CD-ROM and distributed to delegates in the conference
pack at pre-conference registration.
All submissions, except invited keynotes, should be submitted
anonymously in Word document format, using the submissions
template that will be provided shortly at:
http://www.inspire.anglia.ac.uk/serious/papers.html
Submissions in any other document format cannot be accepted.
Your submission should be sent to the Programme Chair:
alice.mitchell@anglia.ac.uk with a clear indication of the relevant
theme and topic.
Important Dates
Submission deadline: 15 February 2008
•
Notification to authors: 15 March 2008
•
Early registration: until 15 April 2008
•
Late registration: after 15 April 2008
•
Author registration: 30 April 2008
•
Final camera-ready submission: 30 April 2008
•
Conference: Cambridge, UK, 23-24 June 2008
• References
[1] http://en.wikipedia.org/wiki/Serious_game
[2] Mitchell, A & Savill-Smith, C (2004) The use of computer and
video games for learning. A review of the literature. LSDA, London,
UK