First Workshop on Video Games, Gamification and Educational Innovation (VGameEdu 2019)


The subject is of great interest every time, that the introduction of video games in education has raised a series of possibilities but also problems and doubts about the true potentialities. This process integrated into the progressive digitalization of the classrooms has put on the table a series of problematizations about how and for what videogames can be used to teach.

The concepts of gamification (or ludification) are increasingly common, especially in the fields of marketing, but starting to see their advantages also for The learning; and the bibliography on the subject is growing. Simply put the word gamification in the search engine, so that thousands of examples of the impact it is having on the education and other areas.

Currently, the development of games applied to the teaching of all types of subjects, in formal and informal education, not only is it very useful for learning, but it is essential to attract the interest of the people of the XXI century to the knowledge of different issues.


The workshop will be developed with the socialization of the contents, in an area of reflection and action in which the aim is to narrow the gap between theoretical knowledge and praxis.


Know and explain the theoretical foundation of the Serious Games and the processes of "Gamification".

Understand and reflect on the need to develop new competencies to function effectively in the different training scenarios through ICTs.

Reflect on the changes that need to be implemented in professional practice, in the case of being teachers, educators or those responsible for the formation of institutions.

List of Topics

  • Video Games
  • Gamification
  • Education
  • Innovation

Submission Guidelines

All papers must be original and not simultaneously submitted to another journal or conference. The following paper categories are welcome:

  • Abstract: The summaries will not exceed 200 words.
  • Full papers: Thematic works will be accepted in Videogames, Gamification, education and innovation in different spaces of the social reality. Authors must submit an original full paper (10 to 15 pages) that has not previously been published. Authors should consult Springer's authors' guidelines and use LNCS templates, either for LaTeX or for MSWord (, for the preparation of their papers.

Important Date

- Deadline for paper submissions: 26th August 2019

- Data extension for the workshops: 2nd September 2019

- Author notification: 16th September 2019

- Camera Ready: 2nd October 2019

- Author registration (mandatory): 2nd October 2019

Submission link


For registration go to ICAI registration page

Program Committee

  • Cristian López Raventós
  • Simone Belli


We plan to submit the workshop proceedings to the CEUR Workshops website. Following their policies, you cannot use the CEUR-WS logo in your advertisement and, in the website and CFP, you may use a phrase like "Proceedings shall be submitted to for online publication". - Authors must submit their papers written in English. Each paper must follow the Springer LNCS formatting template and have a length between 10-15 pages (cannot be less than 10 pages). - You may find more information at CEUR provides scripts to create the proceedings. The organizers must use Easychair and configure proceedings as an LNCS proceeding.volume. - You may find more information at


ICAI 2019 will be held in the Universidad Complutense de Madrid Campus Somosaguas located in Madrid, Spain. The university address is 28223 Pozuelo de Alarcón.


All questions about submissions should be emailed to Cristian López Raventós ( and Simone Belli (

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