Submissions are CLOSED!

Please refer to the information on the conference's website.

Call for papers

Serious games and gamification techniques are often used to capture and maintain the user's attention, engagement, and motivation in a wide variety of subjects and contexts, including but not limited to health and lifestyle, workplace training, formal, informal, and adult education, social inclusion, and social change. However, like with every other game, attention, engagement, and motivation must be earned, and can only be requested up to a point. It can be hard to design the right balance of interventions to encourage healthy behaviour change and effective education while preventing engagement in harmful behaviour. Designers of serious games seem to mostly keep their distance from entertainment products, perhaps missing opportunities to bring their content to the general population. On the other hand, entertainment game designers often struggle to incorporate educational elements effectively in their games, thus missing opportunities to create long-lasting impact through a form of entertainment enjoyed by a wide and varied demographic. Let's see what the two sides can learn from each other.


This track invites contributions that bring together designers of serious games and entertainment games to investigate how to design games that naturally engage and retain players, to promote deep and long-lasting transfer and acquisition of knowledge, as well as positive behaviour change.

The track is aimed at researchers, doctoral students, practitioners, and anyone from academia and the industry interested in presenting, discussing, reflecting, and networking on the themes associated with developing entertainment games with a purpose. Papers on both theoretical aspects, as well as design and evaluation methods, are very welcome, as well as prototypes, case studies, and novel evaluation methods. In addition, the track welcomes full research, work in progress papers and educational cases.

Topic of interest include, but are not limited to:

  • Games for formal and informal education
  • Games for outreach, communication, and public education
  • Games for people with disability
  • Issues and techniques for safe and effective gamification
  • Casual gaming with a purpose
  • Mobile gaming with a purpose
  • Extended Reality (VR, MR, AR) with a purpose
  • Assistive technologies
  • Persuasive games and technology
  • Applications of entertainment games with a purpose
  • Methods, models, and principles to design and evaluate entertainment games with a purpose
  • Usability and accessibility issues
  • Games for health and well-being
  • Design and use of serious games as entertainment and communication instruments for social good

Submission instructions

Please refer to the information on the conference's website.

All the accepted papers will be included in the ACM Digital Library.