Serious games are a very popular research area because the game market continues to grow rapidly, and if games are applied to purposes other than just fun, the potential is enormous. Serious games can help to get rid of prejudices that games are just a waste time. In serious games, a fusion of a variety of functional areas such as engineering, arts, education, medicine and sports is very important.
This special issue will provide a forum for researchers, industry professionals and academics to present research exploring recent challenges and advances in serious games.
The issue will carry revised and substantially extended versions of selected papers presented at theSerious Games & Social Connect Community Conference and the International Symposium on Simulation & Serious Games 2014, but we also strongly encourage researchers unable to participate in these events to submit articles for this call.
Suitable topics include, but are not limited to, the following:
- Learning pedagogy, methodologies and assessment:
- Relearning via games
- Learning analytics
- Evaluation of game-based learning
- Serious games applications:
- Banking and finance
- Community engagement
- Education curriculum design and development
- Government agencies
- Healthcare and wellness
- Human resource training and development
- Patient rehabilitation and physiotherapy
- Senior citizens
- Game designs, studies and theories:
- Game and gamer psychology
- Game storyboarding
- Game addiction and prevention methods
- Game gender, age and violence issues
- Gaming and prevention of ageing diseases
- Games for family bonding
- Social and collaborative games
- Computer games, multimedia:
- Game simulations and dynamic models
- Interactive simulations
- Tools and systems for games and virtual reality
- Intelligent agents and gamebots
- Gaming – hardware and accessories
- Graphics and visualisation
- Texture and shader programming
- Stereographics in real time
- Cinematography
- Audio techniques for racing games
- Interactive dynamic response for games
- Mapping the mental space of game genres
- Cultural and media studies on computer games
- Experiential spatiality in games
- Game development contract outsourcing
- Project funding and financing
- Social/humanities aspects of games
- Mobile and multiuser games
- Learning to play or learning through play
- Game security
- Games and intellectual property rights
- Laws, regulations, certifications and policies for gaming
- Censorship of video games content
- Artificial intelligence in the context of gaming
- Art, design and new media
- Education, training and edutainment technologies
- Human factors of games
- 3D geometric models
Important Dates
Submission deadline: 27 July, 2014 (extended)
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