<div dir="ltr"><div id="m_-8669058701585003682m_-6191010156613225232gmail-:1cl"><div id="m_-8669058701585003682m_-6191010156613225232gmail-:1dq" aria-label="Corpo del messaggio" role="textbox" aria-multiline="true" style="direction:ltr;min-height:316px"><div dir="ltr"><pre style="font-family:"Courier New",Courier,monospace,arial,sans-serif;margin-top:0px;margin-bottom:0px;white-space:pre-wrap;word-wrap:break-word;color:rgb(0,0,0);font-size:14px">********************************************************************
* Call for Papers
* GoodIT 2022
* Special track on Serious Games to Improve Quality of Life
* 7-9 September 2022, Limassol, Cyprus
* Submission by 23rd May 2022
*
********************************************************************
More info at:
<a href="http://csc.dei.unipd.it/serious_games_at_goodit_2022/" target="_blank">http://csc.dei.unipd.it/serious_games_at_goodit_2022/</a>
SCOPE
======
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.
Co-Chairs:
Thomas Bjørner, Aalborg University, Denmark, tbj[at]<a href="http://create.aau.dk" target="_blank">create.aau.dk</a>
Ombretta Gaggi, University of Padova, Italy
Antonio Origlia, University of Naples Federico II, Italy, antonio.origlia[at]<a href="http://unina.it" target="_blank">unina.it</a>
Antonio Rodà, Università di Padova, Italy, antonio.roda[at]<a href="http://unipd.it" target="_blank">unipd.it</a>
TOPICS OF INTEREST
==================
Serious game design for better lifestyle promotion
Serious games for people with disability
Games for Education and Learning
Gamification
Pervasive Systems
Assistive Technologies
Persuasive solutions
Methods, models, and principles for gamification design
Usability and accessibility issues
Games for Health and Well-Being
Serious Games for social inclusion
Serious Games for cultural heritage
IMPORTANT DATES
================
Full Paper submission deadline: 23rd May 2022
Notification deadline: 20th June 2022
Camera ready: 11th July 2022
Submission instructions at:
<a href="https://cyprusconferences.org/goodit2022/" target="_blank">https://cyprusconferences.org/goodit2022/</a></pre></div></div></div></div>