It is our great pleasure to welcome you to the 2014 ACM International Workshop on Serious Games - Serious Games'14.
This workshop brings together researchers, developers and users of serious games. The worldwide interest in games has grown tremendously over the last years. Popular games have millions of users. With the growing data rate available to end users and the increasing CPU power of mobile devices, online and collaborative games are getting especially attractive. Games are also a relevant economic factor, a prospering market. They tackle a diversity of computer science research aspects, e.g., computer graphics, artificial intelligence, user interfaces and sensors, authoring and software production, human computer interaction, usability and user experience.
On the other side, game research is still in its beginning. This is especially true for the field of Serious Games: Here, game aspects are combined with additional technologies/concepts and 'applied' to fulfill an additional purpose beyond pure entertainment (e.g., a learning, training or health effect, a behavior change in the daily lifestyle, or awareness about socially relevant topics such as politics, religion, security or energy). This nature of Serious Games results in a highly complex and interdisciplinary environment, requiring research and development methodologies beyond technology. For instance, in the field of games for health, domain experts such as doctors, sport scientists, therapists, etc. are involved apart from game developers and suppliers and end users (players, patients).
The call for papers attracted 17 submissions from Asia, Europe, and the United States. Each paper has been reviewed by three to four members of the program committee. The PC accepted ten papers (~59%). The workshop format is intended to be very interactive. All authors are encouraged to present their research outcomes enhanced by game demonstrations. Further, moderated discussion rounds tackle the underlying research and technical development RTD aspects of the three workshop sessions on Serious Game Development, Serious Games in Health and Serious Games in Education, Training and Culture. We also encourage the participants to attend the invited talk on The Five Most Important Research Issues in Effective Game Design by Thomas Baranowski from Baylor College of Medicine, Houston, Texas.
Proceeding Downloads
The Five Most Important Research Issues in Effective Game for Health Design (from a Behavioral Scientist's Perspective)
Games for Health are a relatively new genre of games and an innovative intervention method for changing behavior to promote health or prevent disease. At the current time, most children and many adults wish to be entertained, not educated or "talked at"...
Serious Games Development as a Vehicle for Teaching Entertainment Technology and Interdisciplinary Teamwork: Perspectives and Pitfalls
Teaching computer game development at university level provides many learning opportunities, for example about entertainment technology or modern software engineering methods. Teaching serious game development provides even more opportunities especially ...
Matching Game Mechanics and Human Computation Tasks in Games with a Purpose
The massive amount of time that people spend in online gaming is being increasingly exploited by a particular kind of Serious Games, the Games with a Purpose (GWAP), used to solve complex problems as a byproduct of their gameplay. The design of the ...
A Method for Simulating Players in a Collaborative Multiplayer Serious Game
Multiplayer Serious Games are a promising concept to combine the features of Serious Games with the concept of collaborative learning. Multiplayer games, however, are hard to model, especially as interaction between players is often hard to predict. For ...
Learning Analytics and Serious Games: Trends and Considerations
This paper reviews the current status of Learning Analytics with special focus on their application in Serious Games. After presenting the advantages of incorporating Learning Analytics into game-based learning applications, different aspects regarding ...
A Natural and Immersive Virtual Interface for the Surgical Safety Checklist Training
Serious games have been widely exploited in medicine training and rehabilitations. Although many medical simulators exist with the aim to train personal skills of medical operators, only few of them take into account cooperation between team members. ...
Serious Games in Neurorehabilitation: A Systematic Review of Recent Evidence
Serious Games (SG) have been conceptualized for various target groups (particularly stroke) in neurorehabilitation. SG claim to be effective at two levels: achieving the serious goal (effectiveness) and eliciting game experience (attractiveness). A ...
Serious Game Development: Case Study of the 2013 CDC Games For Health Game Jam
In this paper, we describe the use of a large-scale game jam weekend in coordination with HHS and CDC to leverage 300+ participants in developing 30 games focused on "winnable battles" in the field of public health. We present our scalable and ...
Lessons Learned from Testing a Children's Educational Game through Web Deployment
- Michael G. Christel,
- Scott M. Stevens,
- Bryan S. Maher,
- Matthew Champer,
- Samantha Collier,
- Ricardo Merchan Benavides,
- Sean Brice
Beanstalk is an educational game that teaches balance-fulcrum principles, targeting children ages 5-11. Four versions of the game were deployed on the web through the educational portal Learning.com. Two of the versions incorporate non-player characters ...
Study-Town: a Game for Cultural Awareness
Games are a convenient method of preparing foreign exchange students for the challenges they are going to encounter living in a foreign country. In this paper, we describe the background, concept, and usage of a game called Study-Town created for the ...
What Makes Games Challenging?: Considerations on How to Determine the "Challenge" Posed by an Exergame for Balance Training
Exergames are expected to induce desired health-related effects by incorporating a players' bodily movements into their gameplay. The effectiveness of these games is determined by the compliance to the training goals and by the frequency and the ...
Index Terms
- Proceedings of the 2014 ACM International Workshop on Serious Games
Recommendations
Serious Games 2014: International Workshop on Serious Games
MM '14: Proceedings of the 22nd ACM international conference on MultimediaThe ACM First International Workshop on Serious Games was held on November 7, 2014. It was co-located with ACM's Inter-national Conference on Multimedia in Orlando. The purpose of the workshop was to bring together researchers and practitioners working ...
Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
SeriousGames '14 | 17 | 10 | 59% |
Overall | 17 | 10 | 59% |