Serious Games to Improve Quality of Life

Special track at ACM International Conference on Information Technology for Social Good (GoodIT 2022)

September 7-9th, 2022, Limassol, Cyprus

Co-chairs

Thomas Bjørner, Aalborg University, Denmark

Ombretta Gaggi, University of Padova, Italy

Antonio Origlia, University of Naples Federico II, Italy

Antonio Rodà, University of Padova, Italy

Contact person

Antonio Rodà, email: antonio.roda@unipd.it

 

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Call for papers

Serious games and gamification techniques are often used to capture and maintain user’s attention, engagement, and motivation. This is particularly important when dealing with our today’s challenges. The scope of this track is to have novel papers that includes elements of gaming and gamification techniques used as approaches to solve our today’s problems and challenges. The problems and challenges could be within quality of life and well-being, social inclusion, accessibility, persuasive systems and solutions, lifestyle promotion, people with disabilities, teaching and education, social and behavior changes (e.g. global warming and climate changes, nutritional changes, and health behavior changes), physical exercise promotion (exergaming), intervention and treatment, mental health, and addiction.

This track will feature new insights, research, and practice on how to design, develop and use gamification and persuasive technologies to create serious games and applications to improve individuals’ Quality of Life (QoL) and behavior, with a particular focus on people with disabilities.

The track targets researchers, doctoral students, practitioners and other people interested in presenting, discussing, reflecting and networking on central themes associated with the development and use of serious games and applications to help solving our today’s problems and challenges. Papers on both theoretical aspects and design method of gamification techniques and serious games are welcomed, as well as system prototypes and novel evaluation methods. In addition, the track welcomes full research, work in progress papers and educational cases.

Accepted papers will be included in the ACM Digital Library. Special issues associated to the conference are being organized. Selected papers will be invited to submit an extended version to those journals.

Topics of interest include, but are not limited to

  1. Serious game design for better lifestyle promotion
  2. Serious games for people with disability
  3. Games for education and learning
  4. Gamification
  5. Pervasive systems
  6. Assistive technologies
  7. Persuasive solutions
  8. Methods, models and principles for gamification design
  9. Usability and accessibility issues
  10. Games for health and well-being
  11. Serious games for social inclusion
  12. Serious games for cultural heritage

Submission instructions

Please, follow the instructions of the main conference.

Important dates

Submission deadline: 23rd May 6th June 2022

Notification of acceptance: 30th June 2022

Camera ready: 15th July 2022

Program committee

  • Valentìn Cardoso, University of Valladolid, Spain
  • Filippo Carnovalini, University of Padova, Italy
  • Francesco Cutugno, University of Naples Federico II, Italy
  • Andrea De Lorenzo, University of Trieste, Italy
  • David Escudero-Mancebo, University of Valladolid, Spain
  • Flaminia Luccio, University Ca' Foscari of Venice, Italy
  • Dario Maggiorini, University of Milan, Italy
  • Zeljka Mihajlovic, University of Zagreb, Croatia
  • Elif Surer, Middle East Technical University, Çankaya, Turkey